Please use this identifier to cite or link to this item: http://hdl.handle.net/123456789/4352
DC FieldValueLanguage
dc.contributor.authorOthman M.K.en_US
dc.contributor.authorJazlan S.en_US
dc.contributor.authorYamin F.A.en_US
dc.contributor.authorAman S.en_US
dc.contributor.authorMohamad F.S.en_US
dc.contributor.authorAnuar N.N.en_US
dc.contributor.authorSaleh A.Y.en_US
dc.contributor.authorAbdul Manaf A.A.en_US
dc.date.accessioned2023-01-15T09:45:20Z-
dc.date.available2023-01-15T09:45:20Z-
dc.date.issued2023-
dc.identifier.issn07356331-
dc.identifier.urihttp://hdl.handle.net/123456789/4352-
dc.descriptionWeb of Science / Scopusen_US
dc.description.abstractThis study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial to determine instructional strategies that match the young students' interests and capacities. The empirical study has successfully produced a new checklist that can be used as a tool to describe the learning of CT skills when children co-create digital games. The checklist consists of 10 core CT skills: abstraction, decomposition, algorithmic thinking, generalisation, representation, socialisation, code literacy, automation, coordination, and debugging. Thirty-six 10–12 year-olds from sub-urban primary schools in Borneo participated in creating games in three separate eight-hour sessions. In addition, one pilot session with five participants was conducted. The game co-creation process was recorded to identify and determine how these young, inexperienced, untrained young learners collaborated while using CT skills. Analysis of their narratives while co-creating digital games revealed a pattern of using CT while developing the games. Although none of the groups demonstrated the use of all ten CTs, conclusively, all ten components of the CT were visibly present in their co-created digital games.en_US
dc.language.isoenen_US
dc.publisherSAGE Publications Inc.en_US
dc.relation.ispartofJournal of Educational Computing Researchen_US
dc.subjectchildrenen_US
dc.subjectco-creationen_US
dc.subjectcomputational thinkingen_US
dc.subjectDigital games developmenten_US
dc.subjectsub-urbanen_US
dc.titleMapping Computational Thinking Skills Through Digital Games Co-Creation Activity Amongst Malaysian Sub-urban Childrenen_US
dc.typePrinteden_US
dc.identifier.doi10.1177/07356331221121106-
dc.description.page355 - 389en_US
dc.volume61(2)en_US
dc.description.typeArticleen_US
dc.description.impactfactor4.345en_US
dc.description.quartileQ1en_US
item.languageiso639-1en-
item.fulltextWith Fulltext-
item.grantfulltextopen-
item.openairetypePrinted-
Appears in Collections:Faculty of Creative Technology & Heritage - Journal (Scopus/WOS)
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