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dc.contributor.authorBratitsis, Tharrenos-
dc.contributor.authorTsapara, Maria-
dc.contributor.authorMelliou, Kiriaki-
dc.contributor.authorBusuttil, Leonard-
dc.contributor.authorVassallo, Diane-
dc.contributor.authorCallus, James-
dc.contributor.authorMeireles, Gonçalo-
dc.contributor.authorKoliakou, Iro-
dc.contributor.authorTarraf Kojok, Nabil-
dc.contributor.authorSousa, Sofia-
dc.date.accessioned2024-03-27T07:58:20Z-
dc.date.available2024-03-27T07:58:20Z-
dc.date.issued2023-
dc.identifier.citationBratitsis, T., Tsapara, M., Melliou, K., Busuttil, L., Vassallo, D., Callus, J.,…Sousa, S. (2023). Cultivating computational thinking in early years through board games. The Cthink.it approach. In M. E. Auer & T. Tsiatsos (Eds.), Smart mobile communication & artificial intelligence : proceedings of the 15th IMCL Conference – volume 2 (pp. 78-89). Switzerland: Springer.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/120311-
dc.description.abstractComputational Thinking (CT) was brought up originally in the 1950s as the notion of using structured or algorithmic thinking. It refers to a specific set of mental skills used to formulate solutions to problems by converting given inputs to produce appropriate outputs while following detailed algorithms to perform this process. CT is broadly defined as a combination of thinking processes which include abstraction, algorithm design, decomposition, sequencing, pattern recognition and data representation. The prominence of CT in education has been steadily increasing. Lately, the corresponding research is focusing also on early years (starting from the age of 4). Towards this direction and in combination with the blooming of Game-based and gamified learning approaches, this paper discusses the design of a board game addressed to children 4–8 years old, for cultivating CT skills. A detailed roadmap on the design of the game, including a systematic literature review is presented in this paper.en_GB
dc.language.isoenen_GB
dc.publisherSpringeren_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectEarly childhood educationen_GB
dc.subjectBoard games in educationen_GB
dc.subjectTeaching -- Aids and devicesen_GB
dc.subjectComputer science -- Study and teachingen_GB
dc.titleCultivating computational thinking in early years through board games. The Cthink.it approachen_GB
dc.title.alternativeSmart mobile communication & artificial intelligence : proceedings of the 15th IMCL Conference – volume 2en_GB
dc.typebookParten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencenameInternational Conference on Interactive Mobile Communication, Technologies and Learning : Smart Mobile Communication & Artificial Intelligenceen_GB
dc.bibliographicCitation.conferenceplaceThessaloniki, Greece, 09-10/11/2023en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1007/978-3-031-56075-0_8-
Appears in Collections:Scholarly Works - FacEduTEE

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