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. |
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| 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] |
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| Database: | Education Research Complete |
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| 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] |
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| ISSN: | 10823301 |
| DOI: | 10.1007/s10643-025-01930-x |