Unplugged gamification in education: Developing computational thinking skills through embodied gameplay




Christopoulos, Athanasios; Mystakidis, Stylianos; Stylios, Chrysostomos; Tsoulos, Ioannis G.

PublisherInforma UK Limited

ABINGDON

2025

Journal of Educational Research

The Journal of Educational Research

J EDUC RES

14

0022-0671

1940-0675

DOIhttps://doi.org/10.1080/00220671.2025.2517266

https://doi.org/10.1080/00220671.2025.2517266

https://research.utu.fi/converis/portal/detail/Publication/499067469



The study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13-15 years old) were randomly assigned to an escape room or treasure hunt, where over a five-day summer vacation program, they participated in activities designed to improve CT components. Quantitative analysis revealed significant improvements in CT test scores after the intervention in both conditions for both genders. Qualitative analysis confirmed these findings and further highlighted their impact on engagement. Collaborative learning and cognitive challenge were positive aspects, while some challenges related to team dynamics and task complexity were also identified. The study demonstrates the potential of physically active gamification in CT education and highlights the importance of taking gender-specific experiences into account.


The research received no external funding. All resources and materials were provided through volunteer efforts.


Last updated on 2025-04-08 at 13:14