Hybrid educational games and the development of computational thinking skills: a systematic mapping
DOI:
https://doi.org/10.14571/brajets.v19.n1.153-184Keywords:
computational thinking, educational games, hybrid games, basic educationAbstract
The integration of computational thinking in Basic Education is essential nowadays and should be worked on from the earliest stages of education, as it is capable of developing a set of skills such as communication, problem-solving, creativity and cognition. This capacity becomes expressive in a scenario of rapid technological advancement, providing experiences that can encourage children in the way they think, act and behave socially. This study presents a systematic mapping in which educational games aimed at developing computational thinking skills in elementary school students were investigated, covering multiple areas of learning. The review prioritized hybrid educational games, but there was a need to broaden the search to include digital and non-digital games in order to identify trends in their development. As a result of this research, 90 relevant studies were analyzed, where the information extracted highlighted the predominance in the use of digital games aimed at mobile platforms, with the main focus on teaching programming concepts through the use of algorithms and sequences of instructions, for the initial years of elementary school. This work serves as a reference for researchers, developers and educators interested in understanding the current scenario of educational games focused on computational thinking and identifying gaps and opportunities for future research and innovative pedagogical practices.
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