The combination of Game-Based Learning (GBL) and Computational Thinking (CT) presents an innovative method for improving student engagement and learning results in the subject of computer architecture. This investigation examines the design and execution of game-based learning activities in IoT Labs, utilizing the Computational Thinking Scale (CTS) to evaluate students’ abilities in 5 dimensions including creativity, algorithmic thinking, cooperativity, critical thinking and problem solving. Two interactive modules were created: CPU Optimization Quest and IoT Network Debugging, allowing students to immerse themselves in scenarios inspired by real-world challenges, including optimizing CPU cycles and troubleshooting communication issues in IoT devices. Every activity incorporates gamification elements such as levels, scoring systems, and real-time feedback to enhance critical thinking and problem-solving skills. The CTS was employed to quantitatively assess students’ CT skills before and after the activity, aiming to evaluate the influence of GBL on their cognitive capabilities. The results indicated notable advancements in CT components, demonstrating a robust relationship between Engagement Scores and Post-Test Performance. The findings underscore the efficacy of GBL in promoting a more profound comprehension and practical implementation of fundamental computer architecture principles.

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Game-Based Learning (GBL) IoT Labs Activities Using Computational Thinking Scale (CTS)

  • Kunyanuth Kularbphettong,
  • Nareenart Raksuntorn,
  • Udomlux Ampant,
  • Pattarapan Roonrakwit

摘要

The combination of Game-Based Learning (GBL) and Computational Thinking (CT) presents an innovative method for improving student engagement and learning results in the subject of computer architecture. This investigation examines the design and execution of game-based learning activities in IoT Labs, utilizing the Computational Thinking Scale (CTS) to evaluate students’ abilities in 5 dimensions including creativity, algorithmic thinking, cooperativity, critical thinking and problem solving. Two interactive modules were created: CPU Optimization Quest and IoT Network Debugging, allowing students to immerse themselves in scenarios inspired by real-world challenges, including optimizing CPU cycles and troubleshooting communication issues in IoT devices. Every activity incorporates gamification elements such as levels, scoring systems, and real-time feedback to enhance critical thinking and problem-solving skills. The CTS was employed to quantitatively assess students’ CT skills before and after the activity, aiming to evaluate the influence of GBL on their cognitive capabilities. The results indicated notable advancements in CT components, demonstrating a robust relationship between Engagement Scores and Post-Test Performance. The findings underscore the efficacy of GBL in promoting a more profound comprehension and practical implementation of fundamental computer architecture principles.