Author Information
Ying-Ju Li, National Taiwan University of Science and Technology, TaiwanHuei-Tse Hou, National Taiwan University of Science and Technology, Taiwan
Abstract
Computational thinking, as a core competency for programming and problem-solving, has become a crucial skill in information education in recent years. Nonetheless, many current instructional activities and educational games designed to teach computational thinking frequently integrate additional components such as spatial concepts and path analysis. This integration can lead to increased extraneous cognitive load for learners. To address this issue, this study employs card battle games as the core mechanism, enabling learners to manipulate computational logic more intuitively and concretely through combining computational function cards, thereby visualizing abstract problem-solving processes. Additionally, scaffolding design is incorporated, including dual-dimensional scaffolding of “task condition instructions” and “problem-solving hints,” providing step-by-step guidance and immediate feedback. A total of 30 learners participated in the empirical study. Paired sample t-test were conducted to examine differences in learners’ computational thinking self-efficacy before and after the game intervention. Results showed that post-test scores were significantly higher than pre-test scores. Furthermore, learners demonstrated moderate to high levels of flow state, low extraneous cognitive load, and relatively high germane cognitive load, indicating that the game not only engaged students and reduced learning costs but also promoted active thinking. Regarding the scaffolding design and overall user experience, results showed that learners generally held highly positive attitudes. The research findings confirm that game-based design integrating scaffolding and card battle mechanics can effectively support computational thinking learning and enhance the learning experience.
Paper Information
Conference: SEACE2026Stream: Implementation & Assessment of Innovative Technologies in Education
This paper is part of the SEACE2026 Conference Proceedings (View)
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