<TechTopia> and Robots: Developing Computational Thinking in Young Learners through a Complex Board Game

Authors

  • Hsuan-Wen Chen Graduate Institute of Network Learning Technology, National Central University
  • Ju-Ling Shih National Central University
  • Yu-Hsun Hsueh National Central University
  • Chia-Chun Tseng National Central University

DOI:

https://doi.org/10.52731/liir.v006.382

Keywords:

Game-based Learning, Computational Thinking, Bebras, Robots, Complex Board Game

Abstract

This study investigates the effectiveness of using the educational complex board game <TechTopia> to enhance computational thinking (CT) skills among upper-grade elementary students. The game integrates interdisciplinary learning, programming, and robot-related scenarios, providing a hands-on experience that encourages students to apply CT concepts such as pattern recognition, algorithm design, and logical reasoning. It incorporates problem-solving tasks similar to those found in the Bebras challenge, allowing students to engage with real-world-inspired puzzles that support the development of core CT abilities. A pre-test and post-test were administered to measure changes in students' CT abilities, and a satisfaction survey was conducted to assess their engagement and learning experience. The results showed significant improvements in CT skills, with students achieving high accuracy rates, especially in tasks related to data representation, algorithmic thinking, and reverse reasoning. The survey also indicated high levels of student satisfaction, with positive feedback on the game's design, collaborative elements, and its impact on their problem-solving abilities. These findings suggest that game-based learning, such as <TechTopia>, can effectively promote computational thinking and enhance students' critical thinking and problem-solving skills.

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Published

2025-10-03