Promoting Computational Thinking Skills Through Game-Based Learning of Students in Lower Secondary School
Siripon Saenboonsong, Akarapon Poonsawad · 2024
This study's objectives were to: 1) compare computational thinking skills before and after game-based learning activities; and 2) study students' satisfaction after game-based learning. The research methodology uses the ADDIE model by driving game-based learning activities and promoting students with computational thinking skills, including decomposition, pattern recognition, abstraction, and algorithm design. The statistical methods used to analyze the data were mean, standard deviation, and t-test. The study's findings revealed that 1) the students' computational thinking skills improved significantly after engaging in game-based learning activities, demonstrating statistical significance at the.05 level, and 2) the overall students' satisfaction after activities with game-based learning was averaged at the highest level (= 4.75, S.D. = 0.52).