The effect of scaffolding programming games and attitudes towards programming on the development of computational thinking
The effect of scaffolding programming games and attitudes towards programming on the development of computational thinking
https://doi.org/10.1007/s10639-022-11465-y
Received: 18 July 2022 / Accepted: 9 November 2022 / Published online: 23 November 2022
© The Author(s) 2022
Abstract
Teaching and learning Computational Thinking (CT) is at the forefront of educa-
tional interest. In the process of teaching and learning CT, learning strategies and
tools play an important role. Efforts have been made to apply several learning strat-
egies for teaching Computational Thinking. Among them, game-based learning
and scaffolding are widely adopted. However, more research is needed on how the
absence and presence of scaffolding strategies in programming games could affect
students’ cognitive CT learning gains. This study aims to investigate the effect of
scaffolding programming games on the development of middle school students’ CT.
In addition, herein we aim to explore the effect of students’ programming attitudes
in their CT development. To this end, students were introduced to CT under two
distinct experimental conditions: a scaffolding version of a programming game and
a non-scaffolding version of the same game. Results report statistically significant
differences between the pre- and post-intervention CT scores for all students and
statistically significant improvement in learning outcomes in favor of the scaffold-
ing group. In addition, the study hypothesized that attitudes towards programming
would have an impact on students’ CT. Although this hypothesis has not been con-
firmed, the results suggest that students who have a less positive attitude towards
programming could particularly benefit from scaffolding aspects in programming
games.
* Christina Tikva
[email protected]
1
University of Macedonia, 156 Egnatia Street, GR‑546 36 Thessaloniki, Greece
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1 Introduction
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language to allow students to construct their game strategies. Clark and Sengupta
(2019) developed the SURGE: Gameblox, a Disciplinary-Integrated Game (DIG).
SURGE: Gameblox exploits formal representations (such as scientific graphs) and
agent-based game programming in a collaborative environment targeting on promot-
ing Computational Thinking. Although the aforementioned tools have been devel-
oped to include features that support specific learning strategies, more empirical
research that aims to investigate the relationship between tools, learning strategies
and Computational Thinking development (Tikva & Tambouris, 2021b) is needed.
In addition to learning strategies and tools, research studies are interested in how
various factors influence the acquisition of Computational Thinking. Research (e.g.,
Kong et al., 2018) has focused on exploring students’ attitudes towards program-
ming in the context of Computational Thinking. Particular interest has been paid on
how several Computational Thinking interventions could improve students’ attitudes
towards programming. For example, Cetin (2016) explored the effect of a Scratch-
based intervention on students’ attitudes towards programming. However, studies
that explore the relationship between attitudes towards programming and Computa-
tional Thinking acquisition are scarce (Sun et al., 2022).
Therefore, the present study aims to investigate the effect of scaffolding program-
ming games on middle school students’ Computational Thinking acquisition. An
additional goal is to explore the effect of middle school students’ attitudes towards
programming in their Computational Thinking development.
2 Background
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In addition to the great effort to create frameworks that describe what Computa-
tional Thinking entails, researchers have tried to conceptualize the Computational
Thinking teaching and learning process (e.g., Tikva & Tambouris, 2021a, b). Tikva
and Tambouris (2021b) propose the CTPK-12 model that explains the relationships
between different Computational Thinking areas such as factors, tools and learning
strategies. They suggest that students’ Computational Thinking development could
be enhanced by proper learning strategies that are supported by appropriate tools.
This study follows their recommendations for using the CTPK-12 model to design
empirical studies for teaching and learning Computational Thinking and investigate
some of the models’ relationships.
Attitudes towards programming and Computer Science (CS) are of interest to Com-
putational Thinking studies. Attitudes towards programming are explored under
two major research questions: a) To what extent do specific interventions impact
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This study aims to investigate the effect of scaffolding programming games on the
development of middle school students’ Computational Thinking. To this end, we
designed a scaffolding programming game named “aMazeD” based on a three-
dimension scaffolding framework. The scaffolding game is aligned with Computa-
tional Thinking concepts and practices included in Brenan’s and Resnik’s (2012)
framework. In particular, we explore how the presence of scaffolding features
affects the acquisition of students’ Computational Thinking. In addition, herein we
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Table 1 Attitudes towards programming/CS found in the literature
Attitude Scale item example Study
Confidence/Self-efficacy programming self-efficacy I am good at programming (Kong et al., 2018) Kukul et al., 2017; Kong et al., 2018; Durak et al.,
2019
CS self-efficacy I feel confident about my ability to use computers Werner et al., 2012; Román-González et al., 2018
(Werner et al, 2012)
coding confidence I am good at coding (Mason & Rich, 2020) Mason & Rich, 2020
programming confidence I am confident to learn programming (Sun et al., Sun et al., 2022
2022)
Interest interest in programming I think the content of programming is fun (Kong Kong et al., 2018; Sun et al., 2022
et al., 2018)
coding interest Solving coding problems seems fun (Mason & Mason & Rich, 2020
Rich, 2020)
Meaningfulness/Utility programming Programming is useful to me (Kong et al., 2018) Kong et al., 2018
meaningfulness
coding utility Knowing how to code will help me to create use- Mason & Rich, 2020
ful things (Mason & Rich, 2020)
programming utility Learning programming is very useful (Sun et al, Sun et al, 2022
2022)
Social influence/needs My parents think coding is important (Mason & Mason & Rich, 2020; Sun et al, 2022
Rich, 2020)
Perception of coders/ programmers I think kids who can code spend less time out- Mason & Rich, 2020; Sun et al, 2022
doors than other kids (Sun et al, 2022)
Education and Information Technologies (2023) 28:6845–6867
Education and Information Technologies (2023) 28:6845–6867 6851
3.2 Research questions
3.3 Research design
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3.4 Intervention instrument
The “aMazeD” scaffolding programming game is based on Blockly Games: Maze and
Turtle (Mousiou, 2021). In addition, the majority of the levels are based on the Com-
putational Thinking Test (CTt) developed by Roman-Gonzalez et al. (2018). The game
consists of 10 levels. Each level belongs to one of the following categories: a) Maze and
b) Turtle. Τhe player in the maze category levels uses programming blocks to guide his/
her character from start to finish through a maze (Fig. 1). In the turtle category levels,
the player uses programming blocks to draw the required shapes in each level.
The player must employ different Computational Thinking concepts and practices accord-
ing to Brennan’s and Resnick’s framework (Brennan & Resnick, 2012) in order to solve
each level. Computational Thinking concepts and Practices covered by the game are pre-
sented in Table 2.
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Table 2 CT Concepts and practices per aMazeD level
Concept Description Application to aMazeD levels
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The scaffolding version of the aMazeD game is designed and developed to support
scaffolding, based on a three-dimension framework that includes: i) the provision
of a semi-finished or semi-correct solution, ii) instructions and explanations of the
Computational Thinking concepts required for the solution of each level and iii) the
provision of support regarding the logic behind the solution design. The provision
of semi-finished programs aims to facilitate the understanding and use of Computa-
tional Thinking concepts by students through making small changes to the program
instructions (Werner et al., 2012). The player can execute the semi-finished programs
and observe exactly how the character behaves. In this way, he/she has a better and
more complete understanding of how sequence, loops and conditionals work. After
the player clicks the play button for the first time, an explanation of the Computa-
tional Thinking concepts covered in the level is displayed. After the player clicks the
play button a second time, a prompt about the logic behind the solution of the level
is provided to help students build comprehension of how they could employ Com-
putational Thinking concepts to solve the level. In this way, we build scaffolding for
students by first ensuring the comprehension of Computational Thinking concepts by
providing them with semi-finished solutions and explanations regarding the use of
the concepts. Subsequently, we provide support to students to help them understand
how they could use these concepts in order to design effective solutions.
Each level is designed based on the three-dimension framework described above.
In the following paragraph we present how the aforementioned framework is applied
at level two. The level starts with the semi-finished program pre-loaded at the level
workspace (Fig. 2) and the instruction for correcting the given blocks in order to
enable the character to reach the rocket. After the player clicks the play button for
the first time, the following explanation about the “repeat until” block is displayed:
“Repeat” is used to execute one or more blocks more than once. The next time the
player runs the program by clicking the play button, the following prompted is
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displayed: “How many steps must the character take before turning left? How many
does he/she take now? ".
In contrast, the non-scaffolding version does not provide students with semi-fin-
ished solutions, prompts or explanations.
3.5 Data collection
4 Results
4.1 Demographics
57 students whose parents gave their consent to participate in the study were randomly
assigned to the control and experimental group. There were 5 students from the control
group and 7 from the experimental group who were absent either during the completion
of the tests or during the intervention. This resulted in a final sample of 45 students, of
whom 23 belong to the control group and the rest 22 to the experimental group. The dis-
tribution of students by grade and gender is shown in Table 3. Among participants, 23
(51%) students were male and 22 (49%) were female. 13 (29%) were in 7th grade, 21
(47%) were in 8th grade and 11 (24%) were in 9th grade.
Version Non-Scaffolding 7 10 6 14 9
Percentage in the non-scaffolding group 30.4% 43.5% 26.1% 60.9% 39.1%
Scaffolding 6 11 5 9 13
Percentage in the scaffolding group 27.3% 50% 22.7% 40.9% 59.1%
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4.2 CTtest
4.3 Analytics
We calculated the overall game score for each student based on aMazeD game logs.
For each level we assigned 1 if it was successfully completed and 0 otherwise. The
overall game score for each student ranged from 0 to 10. The Cronbach’s alpha coef-
ficient was 0.753. We also calculated the following scores based on the inspection of
the submitted code:
A scale adapted from Kong et al. (2018), was used to measure student’s atti-
tudes towards programming. The scale consisted of 13 items 5-point Likert scale,
(1 = Strongly agree and 5 = Strongly disagree). The score of each student was cal-
culated as the sum of the 13 items and ranged from 13 to 65. 40 of the participants
were filled in the attitudes towards programming scale. The scale had a high level
of internal consistency, as determined by a Cronbach’s alpha of 0.948 (Table 4).
We classified the participants into three groups based on their percentile value in
the scale score distribution: Low-attitudes towards programming students (n = 13),
Moderate-attitudes towards programming (n = 14) and High-attitudes towards pro-
gramming students (n = 13).
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The first research question was, “Does aMazeD have a positive impact on middle
school students’ CT development?” Our hypothesis was that aMazeD would have a
positive impact on middle school students’ CT development. A paired-samples t-test
was used to determine whether there was a statistically significant mean difference
between the pre-intervention CT scores and the post-intervention CT scores of the
students. No outliers were detected. The assumption of normality was not violated,
as assessed by Shapiro–Wilk’s test (p = 0.612). We found a significant mean increase
of 3.933, 95% CI [3.097, 4.769], t(44) = 9.481,p < 0.001 between pre-intervention
and post-intervention CT scores, with a large effect size (Cohen’s d = 1.413). Stu-
dents CT post-intervention scores were higher (M = 19.333, SD = 4.772) compared
to their CT pre-intervention scores (M = 15.4, SD = 4.653). This result supports our
hypothesis that aMazeD would have a positive impact on students’ CT development.
The second research question was “Does aMazeD with scaffolding features
have a greater impact on middle school students’ CT development than the
aMazeD without scaffolding?”. Our hypothesis was that the scaffolding ver-
sion of aMazed would have a greater impact on students’ CT development. CT
pre-scores and post-scores were measured by the CTtest (Román-González
et al., 2018). An independent t-test showed that the mean of the pre-test CT
scores of the scaffolding group was not significantly higher (M = 15.727,
SD = 4.442) than that of the non-scaffolding group (M = 15.087, SD = 4.926);
t (43) = − 0.457, p = 0.650. Thus, we can conclude that the two groups were
equivalent in terms of students’ CT scores prior to the intervention. An
ANCOVA was run to determine the effect of the scaffolding version of the
game on post-intervention CT scores after controlling for pre-intervention CT
scores. There was a linear relationship between pre-intervention CT scores and
post-intervention CT scores for each group, as assessed by visual inspection of
a scatter plot. There was homogeneity of regression slopes as the interaction
term was not statistically significant, F(1,41) = 0.180, p = 0.673. Standardized
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residuals for the interventions and for the overall model were normally distrib-
uted, as assessed by Shapiro–Wilk’s test (p > 0.05). There was homoscedasticity
and homogeneity of variances, as assessed by visual inspection of a scatterplot
and Levene’s test of homogeneity of variance (p = 0.911), respectively. There
were no outliers in the data, as assessed by no cases with standardized residuals
greater than ± 3 standard deviations. After adjustment for pre-intervention CT
scores, there was a statistically significant difference in post-intervention CT
scores between the scaffolding and the non-scaffolding group, F(1,42) = 5.657,
p = 0.022.
We further analyze students’ log files. Mann–Whitney U test was run to
determine if there were differences in Conditional-Use scores between the
non-scaffolding and scaffolding group. Distributions of the Conditional-Use
scores for the two groups were not similar, as assessed by visual inspection.
Conditional-Use scores for the scaffolding group (mean rank = 29.30) were
statistically significantly higher than for the non-scaffolding group (mean
rank = 16.98), U = 391.5, z = 3.409, p = 0.001. Respectively, Mann–Whit-
ney U test was run to determine if there were differences in Loop-Use Score
between the non-scaffolding and scaffolding group. Distributions of the Loop-
Use Scores for the two groups were not similar, as assessed by visual inspec-
tion. Loop-Use scores for the scaffolding group (mean rank = 30.27) were
statistically significantly higher than for the non-scaffolding group (mean
rank = 16.04), U = 413, z = 3.695, p < 0.001.
The third research question was “Do attitudes towards programming have an impact on
middle school students’ CT? “. Our hypothesis was that positive attitudes towards pro-
gramming would have a greater impact on students’ CT scores. A one-way ANOVA
was conducted to determine if the students’ CT pre-test scores were different for the low/
moderate/high attitudes groups. There were no outliers, as assessed by boxplot; data was
normally distributed for each group, as assessed by Shapiro–Wilk test (p > 0.05); and
there was homogeneity of variances, as assessed by Levene’s test of homogeneity of
variances (p = 0.818). CT pre-test score increased from low (M = 13.769, SD = 4.902) to
moderate (M = 15.429, SD = 4.327) to high (M = 17,154, SD = 4.793) attitudes group, in
that order, but the differences between attitudes groups was not statistically significant,
F(2,37) = 1.706, p = 0.196. This result does not support the hypothesis that student’s atti-
tudes towards programming would have an impact on middle school students’ CT.
The fourth research question was “Do attitudes towards programming have an
impact on students’ CT improvement?”. Our hypothesis was that attitudes towards
programming would have an impact on students’ CT development. A one-way
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5 Discussion
Our first hypothesis was that aMazeD would have a positive impact on middle
school students’ CT. Data analysis and results seem to support this hypothesis.
Participants significantly improved their CT scores at the CTtest after playing the
aMazeD. This is consistent with prior research showed that playing programming
games could improve students’ Computational Thinking (e.g., Hooshyar et al., 2021;
Zhao & Shute, 2019). However, since this is a one-group pretest–posttest design, it
cannot be excluded that the differences between the pre-test and post-test are due to
threats such as maturation (Fraenkel et al., 2012).
The second hypothesis was that aMazeD with scaffolding features would have
a greater impact on middle school students’ CT than the aMazeD version without
scaffolding features. Both groups experienced an improvement in their post-inter-
vention CT scores, but students who played the scaffolding version of the game had
significantly higher CT post-scores (Table 5). Furthermore, students in the scaffold-
ing group not only did better on the post-test, but they had significantly higher Con-
ditional-Use and Loop-Use scores (Table 6). The code they submitted to the game
was of higher quality and included the use of Conditionals and Loops. It is indica-
tive that students in the scaffolding group who used conditionals in all successful
levels belonging to the “Conditional Concept” concept amount to 18 out of 22 com-
pared to 6 out of 23 students in the non-scaffolding group. Respectively, students in
the scaffolding group who used loops in all successful levels belonging to the “Loop
Concept” amount to 18 out of 22 compared to 4 out of 23 students in the non-scaf-
folding group. These results suggest that scaffolding could be an effective learning
technique for developing students’ CT and help them understand the core concepts
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Table 6 Computational Thinking Conditional-Level, Loop-Level, Conditional-Use, Loop-Use scores, Conditional-Ratio and Loop-Ratio means by game version
Game Version Means of Conditional- Means of Loop-Level Means of Conditional- Means of Loop-Use Means of Condi- Means of
Level Scores [0–3] Scores [0–8] Use Scores [0–3] Scores [0–8] tional-Ratio Loop-
Ratio
of CT such as Conditionals and Loops. Prior research also shows results regard-
ing the relationship between scaffolding and CT development. Studies conclude that
scaffolding could have a positive impact on CT development. Specifically, Chen
et al. (2021) findings of their quasi-experimental study revealed that metacognitive
prompts significantly improved students’ CT outcomes. In the same line, Angeli and
Valanides (2020) found that students who participated in their study benefited from
the scaffolding techniques used. Furthermore, Chevalier et al. (2022) found that stu-
dents in their study benefited from guidance and feedback learning methods.
The third hypothesis was that attitudes towards programming would have an
impact on students’ CT scores. No significant differences were found between the
three groups (low/moderate/high) in the results of students’ CT pre-tests. Although
students’ pre-test scores were very similar in general, as shown in Fig. 3, the stu-
dents of the low attitudes group were less successful than students in the moder-
ate and high attitudes group. Previous studies indicate that Computational Think-
ing is related with attitudes towards programming (Sun et al., 2022) and suggest
that interest in programming could be an important factor in the acquisition of CT
(Kong et al., 2018), proposing interest-driven strategies for CT teaching and learn-
ing (Kong, 2016).
The fourth hypothesis was that attitudes towards programming would have an
impact on students’ CT development. Although this hypothesis was not confirmed as
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Fig. 4 Means of score changes by attitudes towards programming group for the non-scaffolding group
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towards programming may find it more difficult to develop their Computational Think-
ing than students with positive attitudes towards programming. Results indicate that
students are struggling to develop their Computational Thinking skills when they are
not provided with an appropriate learning strategy. This is in line with previous stud-
ies which suggest that students face great difficulties without proper guidance (Denner
et al., 2012). However, this is not the case for students that experienced the scaffold-
ing version. Changes in students’ CT scores in the scaffolding version increase from to
high (M = 3.000, SD = 0.894) to moderate (M = 4.200, SD = 1.655) to low (M = 6.250,
SD = 0.491) attitudes group (Fig. 5). This result could have important implications in
the design of appropriate learning interventions regarding the choice of the learning
strategies in relation to students’ attitudes towards programming. Results suggest that
students with low and moderate attitudes towards programming tend to benefit more
from the scaffolding strategy than students with higher attitudes towards program-
ming. The provision of scaffolding through semi-finished programs and prompts could
engage students who tend to have low interest in programming and low programming
self-efficacy, by reducing difficulty levels and providing effective supplies for develop-
ing Computational Thinking.
Fig. 5 Means of score changes by attitudes towards programming group for the scaffolding group
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6 Conclusions
This study explores the effect of scaffolding programming games on the development
of middle school students’ Computational Thinking. In addition, herein we explore the
effect of students’ attitudes towards programming on their Computational Thinking.
Students were introduced to Computational Thinking under two distinct experimental
conditions: a scaffolding version of a programming game and a non-scaffolding version
of the same game. Results report statistically significant learning gains between the pre-
intervention and post-intervention CT scores for all students and statistically significant
improvement in learning outcomes in favour of the scaffolding group. Furthermore, stu-
dents in the scaffolding group not only showed better learning outcomes overall, but also
submitted higher quality code in terms of using conditionals and loops during the game.
The findings support that scaffolding helps students develop Computational Thinking
and deepen their understanding of the related concepts. In addition, the study hypoth-
esized that attitudes towards programming would have an impact on students’ Compu-
tational Thinking and Computational Thinking development. However, this hypothesis
was not confirmed from the results that report a non-statistically significant difference
in both cases. Nevertheless, students’ Computational Thinking in the non-scaffolding
group found to be higher for students with a more positive attitude towards program-
ming. Specifically, students in the high attitudes group had greater learning gains, fol-
lowed by students in the moderate attitudes group and students in the low attitudes group
for the non-scaffolding version of the game. On the other hand, students in the low atti-
tudes group had greater learning gains, followed by students in the moderate attitudes
and students in the high attitudes group for the scaffolding version of the game.
The implication of these findings is important, as they provide support that scaf-
folding in computational thinking games could be an effective strategy for teaching
and learning computational thinking to middle school students fostering a deeper
understanding of Computational Thinking concepts. In addition, when it comes to
students’ attitudes towards programming, students who perceive programming as
less meaningful, less interesting and have lower programming self-efficacy could
particularly benefit from scaffolding aspects in programming games.
However, this study has some limitations including the small sample size and the
short duration of the intervention. A longer duration could provide more insights
on students’ learning gains. In addition, we based our analysis only on tests, ques-
tionnaires and logs. Including interviews and video recording could have provided a
more holistic understanding of students’ CT development. The inclusion of students
from a single school could be also considered as a limitation of the study.
Acknowledgements We would like to thank Marcos Román-González who shared with us the full ver-
sion and the specification table sheet of the Computational Thinking Test (CTt) and Maria Mousiou for
her contribution to the development of the scaffolding game.
Data availability The datasets generated during and/or analysed during the current study are available
from the corresponding author on reasonable request.
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Declarations
Conflicts of interest/Competing interests The authors report there are no competing interests to declare.
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License,
which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as
you give appropriate credit to the original author(s) and the source, provide a link to the Creative Com-
mons licence, and indicate if changes were made. The images or other third party material in this article
are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the
material. If material is not included in the article’s Creative Commons licence and your intended use is
not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission
directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licen
ses/by/4.0/.
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