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AECT 2022 Convention Page
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This study presents an exploratory case study with four elementary students in grades three to five who were asked to play a board game, LuckyCodes, developed for computational thinking education by the authors. The findings showed that students repeatedly engaged in sequencing and demonstrated social learning in various aspects of gameplay; students’ use of conditionals also became more frequent over time. Implications for teaching and research on children’s computational thinking will be discussed.