Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children.

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Title: Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children.
Authors: Esther-del-Moral-Pérez, M.1 (AUTHOR) emoral@uniovi.es, López-Bouzas, Nerea1 (AUTHOR) lopeznerea@uniovi.es, Castañeda-Fernández, Jonathan1 (AUTHOR) castanedajonathan@uniovi.es
Source: Early Childhood Education Journal. Mar2026, Vol. 54 Issue 3, p1293-1312. 20p.
Subject Terms: *Computational thinking, *Cognitive development, *Educational technology, *Gamification, *Early childhood education, *Storytelling, Robot programming
Abstract: Computational thinking (CT), defined through its dimensions of abstraction, generalization, algorithmic thinking, and evaluation, fosters cognitive skills for solving problems logically and systematically, preparing individuals for the challenges of the digital society, where interaction with machines is essential. This empirical pre-experimental study arises from an individualized intervention with students aged 4–6 (N = 82), aimed at measuring their level of CT. Its originality lies in involving them in a story featuring a robot, whose mission is to help a turtle recover its habitat. To achieve this, they must program the robot to follow a predetermined route and overcome various challenges. Thus, the CT-Robot-DST scale was designed and validated, consisting of 14 indicators with 4 performance levels, to record the observed level of CT during the intervention (27′ 30′′ per child). This scale assesses their skills in task planning and sequencing, logical reasoning, lateralization, spatial orientation, understanding and identifying the buttons to program the robot's movements, memorization, counting, eye-hand coordination, problem-solving, effectiveness, and engagement with the story. The results show that the majority of the students engaged in the story, expressed interest in planning and executing the required tasks, successfully programmed the robot, solved problems, and overcame the proposed challenges. Thus, 78.1% of the students scored close to the high CT level. The more autonomous students performed better. Undoubtedly, this intervention, focused on completing various tasks structured around a narrative featuring a robot, represents an innovative approach that involves students in the storyline to solve the challenges. [ABSTRACT FROM AUTHOR]
Copyright of Early Childhood Education Journal is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children.
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  Data: <searchLink fieldCode="JN" term="%22Early+Childhood+Education+Journal%22">Early Childhood Education Journal</searchLink>. Mar2026, Vol. 54 Issue 3, p1293-1312. 20p.
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  Data: *<searchLink fieldCode="DE" term="%22Computational+thinking%22">Computational thinking</searchLink><br />*<searchLink fieldCode="DE" term="%22Cognitive+development%22">Cognitive development</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br />*<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Early+childhood+education%22">Early childhood education</searchLink><br />*<searchLink fieldCode="DE" term="%22Storytelling%22">Storytelling</searchLink><br /><searchLink fieldCode="DE" term="%22Robot+programming%22">Robot programming</searchLink>
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  Data: Computational thinking (CT), defined through its dimensions of abstraction, generalization, algorithmic thinking, and evaluation, fosters cognitive skills for solving problems logically and systematically, preparing individuals for the challenges of the digital society, where interaction with machines is essential. This empirical pre-experimental study arises from an individualized intervention with students aged 4–6 (N = 82), aimed at measuring their level of CT. Its originality lies in involving them in a story featuring a robot, whose mission is to help a turtle recover its habitat. To achieve this, they must program the robot to follow a predetermined route and overcome various challenges. Thus, the CT-Robot-DST scale was designed and validated, consisting of 14 indicators with 4 performance levels, to record the observed level of CT during the intervention (27′ 30′′ per child). This scale assesses their skills in task planning and sequencing, logical reasoning, lateralization, spatial orientation, understanding and identifying the buttons to program the robot's movements, memorization, counting, eye-hand coordination, problem-solving, effectiveness, and engagement with the story. The results show that the majority of the students engaged in the story, expressed interest in planning and executing the required tasks, successfully programmed the robot, solved problems, and overcame the proposed challenges. Thus, 78.1% of the students scored close to the high CT level. The more autonomous students performed better. Undoubtedly, this intervention, focused on completing various tasks structured around a narrative featuring a robot, represents an innovative approach that involves students in the storyline to solve the challenges. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Early Childhood Education Journal is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1007/s10643-025-01930-x
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        Text: English
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      – SubjectFull: Educational technology
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      – SubjectFull: Gamification
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      – SubjectFull: Early childhood education
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      – SubjectFull: Storytelling
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      – SubjectFull: Robot programming
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      – TitleFull: Game-Based Storytelling with a Robot Character: Activating Computational Thinking in Young Children.
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            NameFull: Esther-del-Moral-Pérez, M.
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            NameFull: López-Bouzas, Nerea
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            – D: 01
              M: 03
              Text: Mar2026
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              Y: 2026
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