Affiliation:
1. Department of Information Management, Chaoyang University of Technology, Taichung 413310, Taiwan
2. Center for Research Development and Quality Assurance, Dong Thap Community College, 259 Thien Ho Duong Street, Hoa Thuan Ward, Cao Lanh City 81114, Vietnam
Abstract
Over the last decade, research on evolving computational thinking (CT) has garnered heightened attention. Assessing the publication tendencies and nucleus contents of investigations on progressing CT to direct future research initiatives, develop policies, and integrate them into instructional materials is timely and exceedingly essential in education. Therefore, this research reviewed publications on progressing CT to identify research trends and core contents published in the Scopus database from 2008 to May 2022. For this reason, this study applied bibliometric and content analysis to 132 selected publications. After examining bibliometrics, the findings indicate a steady increase in publications related to game-based learning (GBL) and CT, reaching a peak in 2021, with the United States emerging as the most prolific contributor in terms of authors, institutions, and countries). The leading country in citations is primarily China. The document that received the most citations is Hsu’s 2018 paper on “Computers and Education”. Analysis of keywords and themes reveals core content tendencies, emphasizing teaching methods and attitudes aimed at improving CT via GBL. These results offer valuable insights for researchers and educators to inform their future work. However, future studies may benefit from including other databases such as Web of Science (WoS) and PubMed, employing alternative bibliometric software like VOSviewer or CiteSpace, as well as collecting data from June 2022.
Reference136 articles.
1. Perceptions of computational thinking in game based learning for improving student problem solving skills;Zaibon;Int. J. Adv. Trends Comput. Sci. Eng.,2019
2. Computational Thinking Through an Empirical Lens: A Systematic Review of Literature;Ezeamuzie;J. Educ. Comput. Res.,2022
3. Micro-persistence and difficulty in a game-based learning environment for computational thinking acquisition;Hershkovitz;J. Comput. Assist. Learn.,2021
4. Fanfarelli, J.R. (2021, January 13–15). Assessing Computational Thinking Pedagogy in Serious Games Through Questionnaires, Think-aloud Testing, and Automated Data Logging. Proceedings of the 2021 IEEE/ACIS 20th International Fall Conference on Computer and Information Science (ICIS Fall), Xi’an, China.
5. Developing Computational Thinking Competencies through Constructivist Argumentation Learning: A Problem-Solving Perspective;Voon;Int. J. Inf. Educ. Technol.,2022
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献