Skip to main content

Effect of Learning Computational Thinking Using Board Games in Different Learning Styles on Programming Learning

  • Conference paper
  • First Online:
Innovative Technologies and Learning (ICITL 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13449))

Included in the following conference series:

  • 1396 Accesses

Abstract

The popularization of the internet and the rapid development of intelligent technologies have inspired new directions in education policies. In the curriculum guidelines, the technological education field had included exploration, creative thinking, logic, computational thinking, and problem-solving skills. The study utilized board games, Kolb learning styles scale, and computational thinking test as experimental tools. Incorporating easy board games into teaching programming skills such as “loop” and “conditionals”, the study aimed to explore the effects of board game-based learning methods have on students of different learning styles learning computational thinking. The study will discuss Kolb Learning style scales and examine learners’ styles, dividing them into diverger, assimilator, converger, and accommodator while conducting test and quantitative analysis after the experiment. The study concludes the following findings: (1) The use of board games in teaching has a significant effect on the learning units of “loops” and “condition” in the learning of computational thinking, indicating that the use of board game for learning the concepts of “loops” and “condition” in programming can enhance computational thinking. (2) Students of different learning styles did not have a significant effect in learning the units of “loop” and “condition” concepts regarding computational thinking. However, students of the assimilator type have greater learning efficiency than other types.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Zhao, L., Liu, X., Wang, C., Su, Y.-S.: Effect of different mind mapping approaches on primary school students’ computational thinking skills during visual programming learning. Comput. Educ. 181, 104445 (2022)

    Google Scholar 

  2. K12 Education Administration, Advanced Secondary School, National Secondary School 12-Year National Basic Education Curriculum Outline in the Field of Science and Technology. https://www.k12ea.gov.tw/Tw/Common/SinglePage?filter=11C2C6C1-D64E-475E-916B-D20C83896343. Accessed 30 Apr 2022

  3. Sternberg, R.J., Willams, W.M.: Educational Psychology, 2nd edn. Pearson (2010)

    Google Scholar 

  4. Gibson, J.T., Chandler, L.A.: Educational Psychology Mastering Principles and Applications. Allyn and Bacon, London (1988)

    Google Scholar 

  5. Kolb, D.A.: Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall, Englewood Cliffs (1984)

    Google Scholar 

  6. Shih, H.-J.: The study on the combination of learning style and approach for examining learning performance-based on interactive or non-interactive. Unpublished Master Thesis, Chung Yuan Christian University, Taiwan (2003)

    Google Scholar 

  7. Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006). https://doi.org/10.1145/1118178.1118215

  8. Wing, J.M.: Computational thinking and thinking about computing. Philos. Trans. Roy. Soc. A-Math. Phys. Eng. Sci. 366(1881), 3717–3725 (2008). https://doi.org/10.1098/rsta.2008.0118

    Article  MathSciNet  MATH  Google Scholar 

  9. Huang, Y.-L.: The Effects of Robotic Programming Courses on Children’s Computational Thinking Ability and Attitude toward to STEM Learning. National Taipei University of Education, Taiwan (2019)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hong-Ren Chen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liu, HC., Chen, HR., Yu, SC., Shih, YT. (2022). Effect of Learning Computational Thinking Using Board Games in Different Learning Styles on Programming Learning. In: Huang, YM., Cheng, SC., Barroso, J., Sandnes, F.E. (eds) Innovative Technologies and Learning. ICITL 2022. Lecture Notes in Computer Science, vol 13449. Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_56

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15273-3_56

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15272-6

  • Online ISBN: 978-3-031-15273-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics