scholarly journals An Assessment of the Mobile Games Utilization and It’s Effect to One’s Computational Thinking Skills

Transformation of knowledge can be obtained anytime anywhere but where and how you learn make all the difference. The increased number of different online games attract young people that can turn to addiction or cause dropout or sometimes makes them inspired. On the other hand, computational thinking skills are vital skills for the students in order to reduce the skills gap between education and the workplace. Computational thinking skills shall help the students become problem solver and innovator, when students have the capacity to determine what to extract from a system or problem in order to create a solution they are forced to think differently about the most important elements of what they are working with and remove irrelevant factors. The main purpose of this study is to assess the computational thinking among students on the mobile games utilization. The researcher employed quantitative data analysis and documentary analysis was used to measure the effect of mobile games utilization using Scholastic Abilities Test for Adults(SATA).The result of the study have average effect to enhance computational thinking. It also reveals that mobile games utilization such as collaboration actions provide incentives to engage with learning.

2021 ◽  
pp. 004723952110188
Author(s):  
Ali Battal ◽  
Gülgün Afacan Adanır ◽  
Yasemin Gülbahar

The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”


2021 ◽  
pp. 105345122110249
Author(s):  
Amy Hutchison ◽  
Anya S. Evmenova

States increasingly are adopting computer science standards to help students develop coding and computational thinking skills. In an effort to support teachers in introducing computer science content to their students with high-incidence disabilities, a new model, computer science integration planning plus universal design for learning (CSIP+) offers ways to integrate computational thinking and coding into content area instruction. This column presents an example of how a teacher might implement the CSIP+ model when designing instruction accessible to all learners. Guiding questions to support teachers at each phase of the planning cycle are provided.


2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Witriyani Suryamiati ◽  
Adi Pasah Kahar ◽  
Anandita Eka Setiadi

The low level of students’ higher order thinking skills (HOTS) has been the main problem of education in Indonesia. This study aimed to determine the difference of students’ HOTS taught by using POE and Guided Discovery learning models. This quasi-experimental research involved 34 students of X IPA 3 and 32 students of X IPA 4 at SSHS 1 of Sungai Ambawang as the sample. The data obtained by using test which was analyzed using Mann-Whitney U-test. The results showed that the students’ HOTS who were treated with POE were significantly higher than those who were taught using Guided Discovery learning. Therefore, it is suggested to implement POE to improve students’ HOTS.


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