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Prior Gaming Experience on Students’ Computational Thinking in Digital Game-Based Learning

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Abstract

Digital game-based learning is a promising approach for enhancing computational thinking which is an essential competency for all learners. However, the influence of individual differences on students’ learning processes in game-based learning environments remains underexplored. To address this gap, the study examines how individual difference —prior gaming experience —moderates the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Our results indicate that prior gaming experience influence students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Implications and possible directions for future research regarding using prior gaming experience in game-based learning to enhance computational thinking competency are discussed.

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