Modelling Computational Thinking With Game-Based Learning Among Primary School Students'
Modelling Computational Thinking With Game-Based Learning Among Primary School Students'
Zulkifley Mohamed1, Nor Hasbiah Ubaidullah1, Noor Wahida Md Junus1, Kasthuri Devi Angamuthu2,
Ahmad3
1
Department of Mathematics, Faculty of Science and Mathematics, Sultan Idris Education University, Tanjong Malim, Malaysia
2
Ministry of Education, Putrajaya, Malaysia
3
Department of Mathematic Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Purwokerto,
Purwokerto, Indonesia
Corresponding Author:
Zulkifley Mohamed
Department of Mathematics, Faculty of Science and Mathematics, Sultan Idris Education University
Tanjong Malim, Perak-35900, Malaysia
Email: [email protected]
1. INTRODUCTION
Computational thinking (CT) is now a key component of education in the cutting-edge educational
system. It is especially important to obtain a thorough grasp of student’ CT skills from many viewpoints as the
endeavor to incorporate CT in primary education grows [1]. Many scholars perceive CT as a collection of skills
separate from those required for computer interaction or programming tasks. This requires students to acquire
both domain-driven understanding as well as the ability to solve problems [2]. Chen et al. [3] identified the
prominence of CT growth in K-12 education as an issue that was conversed the most through a clustering
analysis of collected terms. Additionally, Durak and Saritepeci study [4] found that thinking styles, academic
performance in mathematics, and attitudes toward mathematics were highly predictive of CT proficiency.
Computational thinking encompasses problem-solving strategies and a spectrum of cognitive abilities
that surpass mere programming, applicable across various fields and domains [5]. The core components of CT
including problem formulation, decomposition, pattern discernment, algorithmic design and generalization.
In today’s data-driven and technologically advanced world, CT is a crucial skill set for everyone who needs to
solve complicated problems or make judgments. It is not just for computer scientists or programmers. It can be
developed by practice and application in diverse problem-solving scenarios and is useful in a wide range of
domains, including science, engineering, business, social sciences, and everyday life [6]. The abilities
cultivated by CT are highly transferable and valuable across diverse settings, encompassing logical reasoning,
critical thinking, creativity and systematic problem solving.
A teaching strategy known as game-based learning (GBL) makes use of games as a pedagogical tool
to encourage learning and engagement among students. As stated by Khaldi et al. [7], a range of game formats
utilized on computers or mobile devices can serve as educational tools. These games can be made to teach
specific subjects, like arithmetic, science, history, or a foreign language, or they can be made to improve more
general abilities, like problem-solving, critical thinking, teamwork, and decision-making. GBL motivates
students to actively engage, explore, and persist in problem solving by harnessing their enthusiasm [8]. GBL
promotes active learning, in which students actively contribute to their education rather than merely absorbing
it. Games offer quick, relevant feedback that can assist students in analyzing their performance, correcting their
errors, and developing new abilities. Numerous advantages of GBL have been demonstrated, including
enhanced learning outcomes, greater motivation and engagement, improved problem solving and critical
thinking abilities, and growth in social skills like cooperation and communication [9]. It can be implemented
across a range of educational environments, spanning formal classrooms to informal learning setups, and can
be tailored to suit diverse age groups, subjects, and learner demographics.
The principles of CT and GBL may be blended to produce interesting educational experiences. In
order to address difficult issues, CT involves breaking things down into smaller, more manageable stages and
applying logic and algorithmic thinking. On the other hand, GBL entails using games as a teaching and learning
method in which students participate in immersive and interactive experiences to learn new information and
skills. CT can be incorporated into GBL in several ways. In problem-solving context, games provide students
a rich framework in which to employ CT techniques while addressing problems. It frequently involve
challenges, puzzles, and missions that demand players to exercise critical thinking, situational analysis, and
strategy development. Playing games is a fun and engaging technique for students to improve their problem-
solving abilities. Creating rules, mechanisms, and interactions that control how the game world behaves is a
key component of algorithmic thinking in game design. This demands algorithmic thinking since game
designers must establish the order and logic of the activity.
By planning, creating, and testing various game elements such as characters, objects, and actions,
learners can practice algorithmic thinking [10]. According to Greipl et al. [11], play is the cornerstone of any
game. Obviously, playing is a common occurrence in a child's development and often has a number of positive
developmental consequences. One may contend that playing a game with others (e.g., in competition or
cooperation) creates a unique setting that stimulates and motivates not just for winning the game or challenge
but frequently for improving one's competence or skill. Moreover, there is evidence indicating that GBL
confers benefits over conventional teaching methods in fostering deep learning [12]. When compared to the
conventional approach, neither of the GBL strategies involving parents or not has much enhanced the children'
CT in educational circumstances [13]. The outcomes also demonstrated that, in comparison to the other two
strategies, the incorporation of parental involvement in the GBL approach significantly enhanced students'
receptiveness towards acquiring CT. CT and GBL are closely related since both concepts require problem-
solving, critical thinking, and logical reasoning abilities [14]. GBL denotes the utilization of educational games
as a pedagogical strategy to enhance learning and stimulate engagement among learners.
On the contrary, CT entails a problem-solving methodology where intricate problems are
deconstructed into more manageable steps, and logical, algorithmic thinking is employed to resolve them. GBL
and CT place a strong emphasis on the improvement of problem-solving abilities [15]. In GBL, students
encounter obstacles or issues that force them to use their critical thinking skills, situational analysis, and
problem-solving abilities. Similar to analytical thinking, CT concentrates on formulating issues, designing
algorithms, and using logic to solve complicated problems. Both concepts inspire students to tackle challenges
methodically and strategically and provide with creative solutions. Similar to this, in GBL, players frequently
need to adhere to certain guidelines, protocols, or algorithms in order to accomplish their objectives. This might
entail developing strategies, making choices depending on the facts at hand, and carrying out tasks in a
sequential order. Through engaging and interactive games, GBL gives students the chance to practice and
improve their algorithmic thinking abilities. Both GBL and CT foster critical thinking abilities. Students must
analyze events, evaluate actions, and accomplish well-informed conclusions in order to advance in GBL.
Applying critical thinking abilities like analyzing data, making logical arguments, and solving problems is
required for this. Similar to this, CT requires using critical thinking abilities while formulating problems,
designing algorithms, and assessing the efficacy of solutions. Yadav and Oyelere [16] revealed that playing
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games while studying could provide students a fun setting in which to practice and refine their critical thinking
abilities. Collaborative and teamwork activities are prominent in GBL, as students get together to accomplish a
task or resolve an issue. This promotes teamwork, communication, and collaboration among students as they work
towards a common goal. Similarly to this, CT can entail group problem-solving, where students emerge with
algorithms, analyze issues, and assess solutions. In real-world situations where teamwork and collaboration are
valued, CT and GBL both foster collaborative abilities. The ability of GBL to inspire and engage students is well
established. The immersive and engaging learning experiences that may be offered by well-designed educational
games has the potential to boost students’ desire to engage fully in the learning process. Similarly, CT also
incorporates practical problem-solving and inspires learners to think critically and creatively.
The majority of the CT activities included in the study were GBL, cooperative learning, problem-
based learning, and project-based learning [17]. It was found in a study by Ubaidullah et al. [18] that lacking
highly developed CT practices could result in individuals encountering major issues that might undermine their
educational or career aspirations. As the result of the educational benefits that CT offer to both instructors and
students, there has been extensive implementation of teaching strategies like project-based learning and CT
corresponding problem-solving procedures [19]. Numerous research probing at the relationship between CT
and GBL have been performed. Digital games used in CT education have favorable impacts, but such results
strongly rely on the environment in which learning is being put into practice and the users who are utilizing
the games [20]. It should be emphasized that the favorable impact of GBL on students' CT implies, in a practical
sense, that educators think about ways to support instructors in incorporating GBL into their classes so that
students may learn more CT. It is essential to create a model that takes into consideration the relationship
between GBL and CT based on the information found in this literature.
CT can be employed in a variety of disciplines and grade levels, which presents both potential and
challenges. Engagement between educators and researchers from many fields and educational backgrounds is
encouraged so that CT may be assessed and promoted. Hence, this study seeks to model the relationship
between CT and GBL among primary school students’ by utilizing SEM. The study explores theoretical
underpinnings on students' CT and GBL in attempt to estimate the relationship amidst CT and GBL through
SEM. The notion of learning through gaming elucidates how students acquire computational thinking concepts
while actively participating in a game and accomplishing its designated objectives [21]. Students may explore
CT concepts including problem-solving, decomposition, abstraction, and pattern identification when learning
through games and to enhance CT skills, establishing entertaining gaming is essential [14]. In this study, a
SEM for the relationship between CT and GBL among primary school students’ is established and examined.
2. METHOD
The study population consisted of eleven-year-old Malaysian primary school students. Following this,
the sample was chosen using the multistage cluster sampling procedure. In the first stage, the researchers
randomly select a state in Malaysia from 13 states. A state selected consisted of 13 districts. In a second stage,
a district was randomly selected which consisted of 11 localities/cities. In a third stage, a locality/city was then
randomly selected which consisted of 12 areas. In a fourth stage, an area was randomly selected which
consisted of five primary schools. At the final stage, a primary school was then randomly selected and the
entire standard 5 (11 years of age) students were selected as a sample for the study. The number of students
selected was 90 which comprises of three classes with the estimate of the population proportion of 0.177 and
bound of error of 0.012. The general guideline suggests, as proposed by Hair et al. [22], which the smallest
sample size allowed for a PLS-SEM model ought to be ten times the number of independent variables, taking
into account both measurement and structural models, or ten times the highest count of inner model paths
leading to a specific construct within the inner model. Less than nine variables are involved in the most intricate
regression in this study. Moreover, as noted by Hair et al. [22], the entire intricacy of a structural model has
minimal impact on PLS-SEM sample size requirement. This is justified by the fact that not all relationships
within the structural model are computed concurrently by the PLS-SEM procedure.
A GBL module incorporated with the CT was developed and implemented in the activities of teaching
and learning. The module developed consisted of the topics of fraction for primary school in Malaysia. In
assessing the students’ acceptance on the module development, the study utilized technology acceptance model
(TAM). This study assessed students’ CT by utilizing the Korkmaz CT scales survey instrument [23]. The CT
scales survey instrument consisted of eight items to assess creativity, six items to assess algorithmic thinking,
five items to assess critical thinking and six items to assess students’ problem-solving. For this study, the
adaptation of the CT scale survey instrument underwent further validation by seven panels of experts
specializing in computational thinking, mathematics, and education. The research utilized the content validity
index to validate CT scale survey instrument in which I-CVI for item validity and S-CVI for each and every
item on the scale. The computed I-CVI ranged from 0.7143 to 1.000, and S-CVI was recorded as 0.8971, shows
the allowed level of validity [24]. Moreover, Krippendorff’s Alpha (KA) reliability measure was utilized to
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evaluate the inter-rater reliability among the panel of experts. The obtained KA value was 0.8136, indicating
that the CT instrument scales yielded precise measurements [25].
Meanwhile, TAM instrument was used to assess GBL module developed. TAM instrument consisted
of 20 items where five items were regards to perceived usefulness, six items were about perceived ease of use,
six items were to assess students’ attitude and four items were about behavioral intention to use. TAM
instrument used was validated by seven panels of experts in the field of mathematics and mathematics
education. The established I-CVI were between 0.7143 and 1.000, and the S-CVI had a value of 0.8857. This
shows that the TAM instrument used has the sufficient content validity [24]. Additionally, the KA inter-rater
reliability among the panels of experts for the TAM instrument was recorded as 0.7988. This indicates that the
TAM instrument produced measurements that were accurate [25]. The latent variables and indicator variables
derived from the survey instruments with its description were depicted in Table 1.
Following the culmination of data gathering, the response data was evaluated using the SmartPLS.
The research utilized a two-stage disjoint approach employing PLS-SEM reflective-reflective hierarchical
component model (HCM) to evaluate the relationship between CT and GBL. The initial PLS-SEM portrayal
as a research framework is depicted in Figure 1. As represented in Figure 1, the reflective-reflective HCM are
CT and GBL. The lower order components (LOC) for HCM CT are algorithmic thinking, critical thinking,
creativity, problem-solving and cooperativity. While the LOC for HCM GBL are attitude, behavioral intention,
perceived usefulness, and perceived ease of use. The study’s hypothesis examines the significant relationship
among CT and GBL.
Creativity Critical
thinking
Algorithmic
thinking CT Cooperativity
Attitude
Perceived Perceived
of ease of use
usefulness
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Figure 2. The regression coefficient and coefficient of determination for each construct
Modelling computational thinking with game-based learning among primary … (Zulkifley Mohamed)
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including the AVE for convergent validity, the HTMT for discriminant validity, Cronbach’s alpha (α) and
composite reliability for internal consistency, and outer loading for indicator reliability. A HTMT value below
0.900 indicates the establishment of discriminant validity between two reflective constructs. While the AVE
higher than 0.500, Cronbach’s alpha (α) and composite reliability value between 0.70 and 0.95, the convergent
validity and reliability respectively are established [22]. Table 2 displays the validity, internal consistency and
reliability statistics from the PLS-SEM. The values of AVE for algorithmic thinking, critical thinking,
creativity, problem-solving, cooperativity, attitude, behavioral intention, perceived usefulness and perceived
ease of use are greater than 0.500. This demonstrates the establishment of convergent validity, wherein all
indicator variables in the model converge to represent the underlying constructs developed, as recommended
by Hair et al. [22]. In addition, the fact that all of the constructs in Table 3 had HTMT values less than 0.850,
which imply discriminant validity, have their own distinct identities and are unrelated to any other constructs
in the study. As for internal consistency and reliability, all the Cronbach’s alpha (α) and composite reliability
value, namely AO, CG, COY, PM, COO, AD, BE, UF, and EF are higher than 0.700. This indicates that each
model's indicator variable represents the related constructs.
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in employing HCM PLS-SEM modeling, particularly in the spheres of GBL and CT, which are recognized as
vital elements in educational settings.
4. CONCLUSION
The model was adeptly developed and tested. PLS-SEM was utilized in the study to effectively
validate all indicator variables, and the findings demonstrate that the developed model was strengthened by
empirical evidence, aligning with previous results and the theoretical framework. The findings reveal that
students' CT and GBL relationship are statistically significant. The developed HCM has made a significant
contribution to the research methodology. The HCM methodological contribution is rooted in the framework
it provides for comprehending and examining processes of CT and GBL. The HCM enables researchers to
decomposed complex CT processes into smaller, more digestible components. This decomposition provides a
pulverized analysis of CT and GBL operations, which makes it possible to examine and comprehend how
various operations interact and contribute to overall performance. In conclusion, the practical contributions of
CT and GBL in education can be amalgamated to create impactful educational encounters nurturing creativity,
critical thinking and problem-solving skills. Beyond gaining expertise in a certain field pertaining to game
content, learners can cultivate CT abilities through enjoyable and interactive gameplay, leveraging the
captivating and immersive aspects of games. To the best of our understanding, this is the first study to employ
the HCM with a PLS-SEM in examining the relationship between CT and GBL. The study is exploratory in
design due to small sample size, which favors PLS-SEM over SEM-AMOS. The model's development can be
accelerated by conducting further analysis on larger data sets.
ACKNOWLEDGEMENTS
The authors would like to express gratitude towards Sultan Idris Education University, Malaysia, and
the Malaysian Ministry of Higher Education for supporting this work financially, which was made possible by
grant number 2020-0045-107-01.
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BIOGRAPHIES OF AUTHORS
Modelling computational thinking with game-based learning among primary … (Zulkifley Mohamed)
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Int J Eval & Res Educ, Vol. 13, No. 6, December 2024: 4115-4124