Bachu, E., & Bernard, M. (2011). Enhancing computer programming fluency through game playing. International Journal of Computing, 1(3).
Bers, M. U. (2018). Coding and computational thinking in early childhood: The impact of ScratchJr in Europe. European Journal of STEM Education, 3(3), 8. https://doi.org/10.20897/ejsteme/3868
Bey, A., Pérez-Sanagustín, M., & Broisin, J. (2019). Unsupervised automatic detection of learners’ programming behavior. European Conference on Technology Enhanced Learning.
Bocconi, S., Chioccariello, A., Dettori, G., Ferrari, A., Engelhardt, K., Kampylis, P., & Punie, Y. (2016). Developing computational thinking in compulsory education. European Commission, JRC Science for Policy Report, 68.
Buffum, P. S., Frankosky, M., Boyer, K. E., Wiebe, E. N., Mott, B. W., & Lester, J. C. (2016). Collaboration and Gender Equity in Game-Based Learning for Middle School Computer Science. Computing in Science & Engineering, 18(2), 18–28. https://doi.org/10.1109/MCSE.2016.37.
Article
Google Scholar
Çakır, R., Şahin, H., Balci, H., & Vergili, M. (2021). The effect of basic robotic coding in-service training on teachers’ acceptance of technology, self-development, and computational thinking skills in technology use. Journal of Computers in Education, 8(2), 237–265. https://doi.org/10.1007/s40692-020-00178-1
Article
Google Scholar
Camilleri, A., & Camilleri, M. A. (2019). The students’ perceived use, ease of use and enjoyment of educational games at home and at school. 13th Annual International Technology, Education and Development Conference. Valencia, Spain.
Cheng, Y.-M., Lou, S.-J., Kuo, S.-H., & Shih, R.-C. (2013). Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1). https://doi.org/10.14742/ajet.65
Daniel, J. (2020). Education and the COVID-19 pandemic. Prospects, 49(1), 91–96. https://doi.org/10.1007/s11125-020-09464-3.
Article
Google Scholar
Davis, F. D. (1993). User acceptance of information technology: System characteristics, user perceptions and behavioral impacts. International Journal of Man-Machine Studies, 38(3), 475–487. https://doi.org/10.1006/imms.1993.1022
Article
Google Scholar
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003. https://doi.org/10.1287/mnsc.35.8.982
Article
Google Scholar
Feng, C., Wang, H., Lu, N., Chen, T., He, H., & Lu, Y. (2014). Log-transformation and its implications for data analysis. Shanghai Archives of Psychiatry, 26(2), 105.
Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382–388. https://doi.org/10.1177/002224378101800313
Article
Google Scholar
Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68, 429–439. https://doi.org/10.1016/j.compedu.2013.06.005
Article
Google Scholar
Giannakoulas, A., & Xinogalos, S. (2018). A pilot study on the effectiveness and acceptance of an educational game for teaching programming concepts to primary school students. Education and Information Technologies, 23(5), 2029–2052. https://doi.org/10.1007/s10639-018-9702-x
Article
Google Scholar
Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051
Article
Google Scholar
Ha, I., Yoon, Y., & Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44(3), 276–286. https://doi.org/10.1016/j.im.2007.01.001
Article
Google Scholar
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Advanced diagnostics for multiple regression: A supplement to multivariate data analysis. Prentice Hall.
Google Scholar
Hsu, C.-L., & Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868. https://doi.org/10.1016/j.im.2003.08.014
Article
Google Scholar
Ibrahim, R., Khalil, K., & Jaafar, A. (2011). Towards educational games acceptance model (EGAM): A revised unified theory of acceptance and use of technology (UTAUT). International Journal of Research and Reviews in Computer Science, 2(3), 839.
Google Scholar
Jiang, S., & Wong, G. K. (2017). Assessing primary school students’ intrinsic motivation of computational thinking. In 2017 IEEE 6th International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 469–474). IEEE. https://doi.org/10.1109/TALE.2017.8252381
Jung, H., Kim, H. J., So, S., Kim, J., & Oh, C. (2019). TurtleTalk: An educational programming game for children with voice user interface. Paper presented at the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3290607.3312773
Kazimoglu, C., Kiernan, M., Bacon, L., & Mackinnon, L. (2012). A serious game for developing computational thinking and learning introductory computer programming. Procedia-Social and Behavioral Sciences, 47, 1991–1999. https://doi.org/10.1016/j.sbspro.2012.06.938
Article
Google Scholar
Kim, Y. J., & Shute, V. J. (2015). The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment. Computers & Education, 87, 340–356. https://doi.org/10.1016/j.compedu.2015.07.009
Article
Google Scholar
Kotsopoulos, D., Floyd, L., Khan, S., Namukasa, I. K., Somanath, S., Weber, J., & Yiu, C. (2017). A pedagogical framework for computational thinking. Digital Experiences in Mathematics Education, 3(2), 154–171. https://doi.org/10.1007/s40751-017-0031-2
Article
Google Scholar
Kusnendar, J., & Prabawa, H. (2019). Bajo’s Adventure: An effort to develop students computational thinking skills through mobile application. Journal of Physics: Conference Series.
Lockwood, J., & Mooney, A. (2018). Computational thinking in education: Where does it fit? A systematic literary review. International Journal of Computer Science Education in Schools, 2(1), 41. https://doi.org/10.21585/ijcses.v2i1.26
Article
Google Scholar
Luo, F., Antonenko, P. D., & Davis, E. C. (2020). Exploring the evolution of two girls’ conceptions and practices in computational thinking in science. Computers & Education, 146, 103759. https://doi.org/10.1016/j.compedu.2019.103759
Majer, J. M. (2009). Self-efficacy and academic success among ethnically diverse first-generation community college students. Journal of Diversity in Higher Education, 2(4), 243. https://doi.org/10.1037/a0017852
Article
Google Scholar
Manske, S., Werneburg, S., & Hoppe, H. U. (2019). Learner Modeling and Learning Analytics in Computational Thinking Games for Education. In Data Analytics Approaches in Educational Games and Gamification Systems (pp. 187–212). Springer.
Meerbaum-Salant, O., Armoni, M., & Ben-Ari, M. (2011). Habits of programming in scratch. In Proceedings of the 16th annual joint conference on Innovation and technology in computer science education.
Menard, S. (2001). Collinearity. Applied logistic regression analysis Second Edition (Quantitative applications in the social sciences), (pp. 75–78) Sage Publications, Inc.
Min, S., So, K. K. F., & Jeong, M. (2019). Consumer adoption of the Uber mobile application: Insights from diffusion of innovation theory and technology acceptance model. Journal of Travel & Tourism Marketing, 36(7), 770–783. https://doi.org/10.1080/10548408.2018.1507866
Article
Google Scholar
Nikou, S. A., & Economides, A. A. (2017). Mobile-based assessment: Integrating acceptance and motivational factors into a combined model of Self-Determination Theory and Technology Acceptance. Computers in Human Behavior, 68, 83–95. https://doi.org/10.1016/j.chb.2016.11.020
Article
Google Scholar
Nunnally, J. C. (1994). Psychometric theory. Tata McGraw-hill education.
Papert, S. A. (1980). Mindstorms: Children, computers, and powerful ideas. Basic books.
Google Scholar
Pila, S., Aladé, F., Sheehan, K. J., Lauricella, A. R., & Wartella, E. A. (2019). Learning to code via tablet applications: An evaluation of Daisy the Dinosaur and Kodable as learning tools for young children. Computers & Education, 128, 52–62. https://doi.org/10.1016/j.compedu.2018.09.006
Article
Google Scholar
Pituch, K. A., & Lee, Y.-K. (2006). The influence of system characteristics on e-learning use. Computers & Education, 47(2), 222–244. https://doi.org/10.1016/j.compedu.2004.10.007
Article
Google Scholar
Rose, S. (2016). Bricolage Programming and Problem Solving Ability in Young Children: An Exploratory Study. European Conference on Games Based Learning, 914.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020
Article
Google Scholar
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Article
Google Scholar
Segers, M. S. (1997). An alternative for assessing problem-solving skills: The overall test. Studies in Educational Evaluation, 23(4), 373–398. https://doi.org/10.1016/S0191-491X(97)86216-5
Article
Google Scholar
Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142–158. https://doi.org/10.1016/j.edurev.2017.09.003
Article
Google Scholar
Steinmayr, R., & Spinath, B. (2009). The importance of motivation as a predictor of school achievement. Learning and Individual Differences, 19(1), 80–90. https://doi.org/10.1016/j.lindif.2008.05.004
Article
Google Scholar
Tabachnick, B. G., Fidell, L. S., & Ullman, J. B. (2007). Using multivariate statistics (Vol. 5). Boston, MA: Pearson.
Theodoropoulos, A., Antoniou, A., & Lepouras, G. (2017). How do different cognitive styles affect learning programming? Insights from a game-based approach in Greek schools. ACM Transactions on Computing Education (TOCE), 17(1), 3. https://doi.org/10.1145/2940330
Article
Google Scholar
Tohidi, H., & Jabbari, M. M. (2012). The effects of motivation in education. Procedia-Social and Behavioral Sciences, 31, 820-824.
Article
Google Scholar
Werneburg, S., Manske, S., Feldkamp, J., & Hoppe, H. U. (2018). Improving on guidance in a gaming environment to foster computational thinking. In Proceedings of the 26th International Conference on Computers in Education.
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215.
Article
Google Scholar
Wu, B., Hu, Y., Ruis, A. R., & Wang, M. (2019). Analysing computational thinking in collaborative programming: A quantitative ethnography approach. Journal of Computer Assisted Learning, 35(3), 421–434. https://doi.org/10.1111/jcal.12348
Article
Google Scholar
Xu, F. & Correia, A. (2021). A systematic review of distributed pair programming based on the team effectiveness model. In Proceedings of Fifth APSCE International Conference on Computational Thinking and STEM Education 2021 (CTE-STEM).
Yeni, S., & Cagiltay, K. (2017). A heuristic evaluation to support the instructional and enjoyment aspects of a math game. Program, 51(4). https://doi.org/10.1108/PROG-07-2016-0050
Yücel, Y., & Rızvanoğlu, K. (2019). Battling gender stereotypes: A user study of a code-learning game, “Code Combat”, with middle school children. Computers in Human Behavior, 99, 352–365. https://doi.org/10.1016/j.chb.2019.05.029
Article
Google Scholar
Zhang, S., Wong, K. W. G., Chan, C. F. P. (2021). Achievement and effort in acquiring computational thinking concepts: a log-based analysis in a game-based learning environment. In Proceedings of Fifth APSCE International Conference on Computational Thinking and STEM Education 2021 (CTE-STEM).
Zhao, W., & Shute, V. J. (2019). Can playing a video game foster computational thinking skills? Computers & Education, 141, 103633. https://doi.org/10.1016/j.compedu.2019.103633.
Article
Google Scholar
Zhi, R., Lytle, N., & Price, T. W. (2018). Exploring instructional support design in an educational game for K-12 computing education. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education. https://doi.org/10.1145/3159450.3159519