Affiliation:
1. Center for the Advancement of Research and Development in Educational Technology, Cyprus & School of Education, University of Nicosia, Cyprus
2. Center for the Advancement of Research and Development in Educational Technology, Cyprus
3. University of the Aegean, Greece
Abstract
Computational thinking (CT) is now considered an essential approach for developing critical thinking and 21st-century skills. CT as a teaching methodological approach is more connected to STEM education as it provides clearer conceptual and practical considerations to understand science, computer, and mathematical concepts. Based on the recent literature, educational robotics, applications, and serious games are the means of applying CT in teaching practice. This study examines students' needs, interests, and motivations for using a game in the context of CT. Quantitative analysis from an online questionnaire to 394 students from secondary education in different five countries (Greece, Cyprus, Italy, Poland, United Kingdom) demonstrate the students' game interests and needs that guide us to develop a game for CT's implementation in the classroom. Essential insights, considerations, and implications are providing for the design, development, and use of games for the CT in an educational environment.
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