Enhancing Computational Thinking and Spatial Reasoning Skills in Gamification Programming Learning: A Comparative Study of Tangible, Block and Paper-and-Pencil Tools

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Bibliographic Details
Title: Enhancing Computational Thinking and Spatial Reasoning Skills in Gamification Programming Learning: A Comparative Study of Tangible, Block and Paper-and-Pencil Tools
Language: English
Authors: Xin Gong (ORCID 0000-0001-5962-0448), Weiqi Xu (ORCID 0000-0002-9586-0075), Shufan Yu (ORCID 0000-0001-6845-0065), Jingjing Ma (ORCID 0000-0003-3507-0941), Ailing Qiao (ORCID 0009-0003-6996-7711)
Source: British Journal of Educational Technology. 2025 56(1):80-102.
Availability: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
Peer Reviewed: Y
Page Count: 23
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Grade 7
Junior High Schools
Middle Schools
Secondary Education
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification, Programming, Teaching Methods, Instructional Material Evaluation, Computer Simulation, Technology Uses in Education, Paper (Material), Grade 7, Cognitive Processes, Problem Solving, Student Attitudes
DOI: 10.1111/bjet.13482
ISSN: 0007-1013
1467-8535
Abstract: Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not adequately explored. This study designed and evaluated three programming tools: the tangible programming tool (TPG), which uses real touchable objects; the block programming tool (BPG), which employs virtual programming blocks and 3D game scenarios; and the paper-and-pencil programming tool (PPG), which uses paper and pen to draw. The study involved 112 seventh-grade students from three natural classes: Class A (TPG, n[subscript 1]=37), Class B (BPG, n[subscript 2]=38), and Class C (PPG, n[subscript 3]=37). These students completed four gamification programming tasks and CT skills, spatial reasoning skills, enjoyment, cognitive load and GPL task list measurements. The results indicated that the tangible programming tool led to lower cognitive load, significant improvement in spatial reasoning skills and better abstraction and problem decomposition skills. The block programming tool provided a more enjoyable experience and facilitated students' algorithm design and efficiency. The paper-and-pencil programming tool was found to be less effective in improving spatial reasoning skills. This study's findings can help programming educators cultivate students' thinking skills and improve their learning experience by effectively selecting the most appropriate programming tools.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1456974
Database: ERIC
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Description
Abstract:Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not adequately explored. This study designed and evaluated three programming tools: the tangible programming tool (TPG), which uses real touchable objects; the block programming tool (BPG), which employs virtual programming blocks and 3D game scenarios; and the paper-and-pencil programming tool (PPG), which uses paper and pen to draw. The study involved 112 seventh-grade students from three natural classes: Class A (TPG, n[subscript 1]=37), Class B (BPG, n[subscript 2]=38), and Class C (PPG, n[subscript 3]=37). These students completed four gamification programming tasks and CT skills, spatial reasoning skills, enjoyment, cognitive load and GPL task list measurements. The results indicated that the tangible programming tool led to lower cognitive load, significant improvement in spatial reasoning skills and better abstraction and problem decomposition skills. The block programming tool provided a more enjoyable experience and facilitated students' algorithm design and efficiency. The paper-and-pencil programming tool was found to be less effective in improving spatial reasoning skills. This study's findings can help programming educators cultivate students' thinking skills and improve their learning experience by effectively selecting the most appropriate programming tools.
ISSN:0007-1013
1467-8535
DOI:10.1111/bjet.13482