ABSTRACT VIEW
Abstract NUM 2648

COMPUTATIONAL THINKING DISTANCE TEACHING: A MOBILE SERIOUS GAME CASE STUDY
P. Psomos
Hellenic Open University (GREECE)
Computational Thinking (CT) is increasingly viewed as an essential literacy of the 21st century. With technology shaping nearly every aspect of modern life, CT has become a vital skill set, and an ever-expanding range of careers now demand its application. The Erasmus+ project “CTApp: Teaching Students Computational Thinking Through a Mobile Application” (2020-1-PL01-KA201-081924) aimed to address this need by developing a playful, game-based educational tool that introduces students to CT concepts while simultaneously stimulating their curiosity in STEM subjects. The game integrated interactive elements, such as quizzes and videos, to enrich the learning experience as players advanced through its stages.

Active student participation in the project’s design and testing phases contributed significantly to its success. Learners not only enjoyed engaging with the game but also demonstrated noticeable growth in their computational reasoning and problem-solving skills. CT, recognized today alongside reading, writing, and mathematics as a core competency, emphasizes structured, algorithmic approaches to tackling complex challenges.

This paper highlights the conception, creation, and assessment of CTApp, a Serious Game designed to nurture CT skills in an enjoyable way. A group of 40 students took part in an initial usability survey, and their responses consistently reflected high levels of satisfaction. The evaluation confirmed that the game offered both strong educational benefits and an engaging, motivating experience.

The most significant outcomes included:
(a) enhanced computational thinking literacy, and
(b) increased motivation to engage in learning activities.

Keywords: Distance Learning, Serious Games, Mobile Learning, Computational Thinking.

Event: ICERI2025
Track: Digital & Distance Learning
Session: Blended, Hybrid & Mobile Learning
Session type: VIRTUAL