Description:
[1] Adams, S.P. and Du Preez, R., 2022. Supporting Student Engagement Through
the Gamification of Learning Activities: A Design-Based Research Approach.
Technology, Knowledge and Learning, 27(1), pp.119–138. Available from: https:
//doi.org/10.1007/s10758-021-09500-x.
[2] Aggarwal, A., Gardner-Mccune, C. and Touretzky, D.S., 2017. Evaluating
the effect of using physical manipulatives to foster computational thinking
in elementary school. Proceedings of the Conference on Integrating Technol
ogy into Computer Science Education, ITiCSE. pp.9–14. Available from: https:
//doi.org/10.1145/3017680.3017791.
[3] Alhumairi, A., Ebrahimi, R., Sahli, N. and Fakhrulddin, A., 2024. VR Simulation:
Advancing Practical Skills in Computer Science Education. Proceedings of the
European Conference on Games-based Learning, 18(1), pp.22–30. Available from:
https://doi.org/10.34190/ecgbl.18.1.2819.
[4] Bacelo, A. and Gómez-Chacón, I.M., 2023. Characterising algorithmic thinking:
A university study of unplugged activities. Thinking Skills and Creativity, 48,
p.101284. Available from: https://doi.org/10.1016/j.tsc.2023.101284.
[5] Boulden, D.C., Rachmatullah, A., Hinckle, M., Bounajim, D., Mott, B., Boyer,
K.E., Lester, J. and Wiebe, E., 2021. Supporting Students’ Computer Science
Learning with a Game-based Learning Environment that Integrates a Use-Modify
Create Scaffolding Framework. Annual Conference on Innovation and Technology
in Computer Science Education, ITiCSE. pp.129–135. Available from: https:
//doi.org/10.1145/3430665.3456349.
[6] Bratitsis, T., Tsapara, M., Melliou, K., Busuttil, L., Vassallo, D., Callus, J.,
Meireles, G., Koliakou, I., Kojok, N.T. and Sousa, S., 2024. Cultivating Computa
tional Thinking in Early Years Through Board Games. The Cthink.it Approach.
Lecture Notes in Networks and Systems, 937 LNNS, pp.78–89. Available from:
https://doi.org/10.1007/978-3-031-56075-0_8.
[7] Campos, N., Nogal, M., Caliz, C. and Juan, A.A., 2020. Simulation-based educa
tion involving online and on-campus models in different European universities.
International Journal of Educational Technology in Higher Education, 17(1), p.8.
Available from: https://doi.org/10.1186/s41239-020-0181-y.
[8] Caraco, L.B., Deibel, S., Ma, Y. and Milne, L.R., 2019. Making the blockly library
accessible via touchscreen. ASSETS 2019- 21st International ACM SIGACCESS
Conference on Computers and Accessibility. pp.648–650. Available from: https:
//doi.org/10.1145/3308561.3354589.
[9] Castillo-Parra, B., Hidalgo-Cajo, B.G., Vásconez-Barrera, M. and Oleas-López, J.,
2022. Gamification in higher education: A review of the literature. World Journal
on Educational Technology: Current Issues, 14(3), pp.797–816. Available from:
https://doi.org/10.18844/wjet.v14i3.7341. [10] Chen, L., Dowling, D. and Goetz, C., 2023. At the nexus of ludology and narra
tology: Advances in reality-based story-driven games. F1000Research, 12, p.45.
Available from: https://doi.org/10.12688/f1000research.129113.1.
[11] Chien, C.C., Ho, Y.T. and Hou, H.T., 2024. Integrating Immersive Scenes and
Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability
Training Game. Journal of Educational Computing Research, 62(1), pp.376–405.
Available from: https://doi.org/10.1177/07356331231205058.
[12] Chornous, G., Banna, O., Fedorenko, I. and Didenko, I., 2022. Implementing
ERP Simulation Games in Economic Education: Ukrainian Dimension. Communi
cations in Computer and Information Science, 1635 CCIS, pp.112–132. Available
from: https://doi.org/10.1007/978-3-031-14841-5_8.
[13] Cossío-Silva, F.J., Vega-Vázquez, M. and Revilla-Camacho, M.Á., 2015. Sim
ulation Games and the Development of Competences. Empirical Evidence in
Marketing. In: M. Peris-Ortiz and J.M. Merigó Lindahl, eds. Sustainable Learn
ing in Higher Education: Developing Competencies for the Global Marketplace.
Cham: Springer International Publishing, Innovation, Technology and Knowl
edge Management, pp.103–111. Available from: https://doi.org/10.1007/
978-3-319-10804-9_8.
[14] Da Silva, J.P. and Falcão, T.P., 2017. Children’s games and computational
thinking: Looking for a set of design guidelines [Jogos infantis e pensamento
computacional: Em busca de um conjunto de diretrizes de design]. CEUR
Workshop Proceedings, 1877, pp.345–356.
[15] De Freitas, S.I., 2006. Using games and simulations for supporting learning.
Learning, Media and Technology, 31(4), pp.343–358. Available from: https:
//doi.org/10.1080/17439880601021967.
[16] Deiner, A., Feldmeier, P., Fraser, G., Schweikl, S. and Wang, W., 2023. Automated
test generation for Scratch programs. Empirical Software Engineering, 28(3), p.79.
Available from: https://doi.org/10.1007/s10664-022-10255-x.
[17] Denning, P.J., 2009. The profession of IT: Beyond computational thinking.
Communications of the ACM, 52(6), pp.28–30. Available from: https://doi.org/10.
1145/1516046.1516054.
[18] Dicheva, D., Dichev, C., Agre, G. and Angelova, G., 2015. Gamification in
education: A systematic mapping study. Educational Technology and Society,
18(3), pp.75–88.
[19] Ekanayake, H., Backlund, P., Ziemke, T., Ramberg, R. and Hewagamage, K.,
2011. Assessing performance competence in training games. Lecture Notes in
Computer Science (including subseries Lecture Notes in Artificial Intelligence and
Lecture Notes in Bioinformatics), 6975 LNCS(PART 2), pp.518–527. Available from:
https://doi.org/10.1007/978-3-642-24571-8_65.
[20] Faber, T.J.E., Dankbaar, M.E.W., Broek, W.W. van den, Bruinink, L.J., Hogeveen,
M. and Merriënboer, J.J.G. van, 2024. Effects of adaptive scaffolding on per
formance, cognitive load and engagement in game-based learning: a random
ized controlled trial. BMC Medical Education, 24(1), p.943. Available from:
https://doi.org/10.1186/s12909-024-05698-3.
[21] Fanfarelli, J.R., 2021. Assessing Computational Thinking Pedagogy in Serious
Games Through Questionnaires, Think-aloud Testing, and Automated Data
Logging. Proceedings- 2021 IEEE/ACIS 21st International Fall Conference on
Computer and Information Science, ICIS 2021-Fall. pp.149–152. Available from:
https://doi.org/10.1109/ICISFall51598.2021.9627365.
[22] Guarda, T. and Díaz-Nafría, J.M., 2024. Use of Simulators as a Digital Re
source for Knowledge Transference. Communications in Computer and Information
Science, 1937 CCIS, pp.116–127. Available from: https://doi.org/10.1007/978-3-031-48930-3_9. [23] Gutiérrez, S.A.C., Dávila, G.A. and Quintana, H., 2023. Implementation of a
Serious Game to Develop Computational Thinking Skills. Studies in Systems,
Decision and Control, 497, pp.165–182. Available from: https://doi.org/10.1007/
978-3-031-40710-9_9.
[24] Hernandez, L., Esparcia, S., Julian, V. and Carrascosa, C., 2016. JGOMAS 2.0:
A capture-the-flag game using jason agents and human interaction. Communi
cations in Computer and Information Science, 616, pp.173–184. Available from:
https://doi.org/10.1007/978-3-319-39387-2_15.
[25] Horn, B., Folajimi, Y., Hoover, A.K., Smith, G., Barnes, J. and Harteveld, C., 2016.
Opening the black box of play: Strategy analysis of an educational game. CHI PLAY
2016- Proceedings of the 2016 Annual Symposium on Computer-Human Interaction
in Play. pp.142–153. Available from: https://doi.org/10.1145/2967934.2968109.
[26] Hsu, C.C. and Wang, T.I., 2018. Applying game mechanics and student-generated
questions to an online puzzle-based game learning system to promote algorithmic
thinking skills. Computers and Education, 121, pp.73–88. Available from: https:
//doi.org/10.1016/j.compedu.2018.02.002.
[27] Jivani, S.R., Chetehouna, M., Hafeez, S. and Adjali, M.H., 2024. Effects of Game
Based Learning on Engagement and Academic Performance for Undergraduate
Science and Engineering Students. International Journal of Engineering Education,
40(1), pp.16–22.
[28] Johnson, C., Mcgill, M., Bouchard, D., Bradshaw, M.K., Bucheli, V.A., Merkle,
L.D., Scott, M.J., Sweedyk, Z., Ángel, J., Xiao, Z. and Zhang, M., 2016. Game
development for computer science education. Proceedings of the 2016 ITiCSE
Working Group Reports, ITiCSE 2016. pp.23–44. Available from: https://doi.org/
10.1145/3024906.3024908.
[29] Keller, J.M., 2012. ARCS Model of Motivation. In: N.M. Seel, ed. Encyclopedia of
the Sciences of Learning. Boston, MA: Springer US, pp.304–305. Available from:
https://doi.org/10.1007/978-1-4419-1428-6_217.
[30] Klimova, N., Sajben, J. and Lovaszova, G., 2021. Online game-based learning
through minecraft: Education edition programming contest. IEEE Global Engi
neering Education Conference, EDUCON. vol. 2021-April, pp.1660–1668. Available
from: https://doi.org/10.1109/EDUCON46332.2021.9453953.
[31] Klock, A.C.T., Ogawa, A.N., Gasparini, I. and Pimenta, M.S., 2018. Does gami
f
ication matter? A systematic mapping about the evaluation of gamification in
educational environments. Proceedings of the 33rd Annual ACM Symposium on Ap
plied Computing. New York, NY, USA: Association for Computing Machinery, SAC
’18, p.2006–2012. Available from: https://doi.org/10.1145/3167132.3167347.
[32] Kovtaniuk, M.S., 2023. Perevahy vykorystannia mobilnykh ihrovykh symuliatoriv
pid chas vyvchennia osnov prohramuvannia. Nauka. Osvita. Molod : materialy
XVI Vseukr. nauk. konf. studentiv ta molodykh naukovtsiv, m. Uman, 11 travnia
2023 r. Uman, pp.152–153. Available from: https://dspace.udpu.edu.ua/handle/
123456789/15597.
[33] Lean, J., Moizer, J., Towler, M. and Abbey, C., 2006. Simulations and games:
Use and barriers in higher education. Active Learning in Higher Education, 7(3),
pp.227–242. Available from: https://doi.org/10.1177/1469787406069056.
[34] Ledger, S., Mailizar, M., Gregory, S., Tanti, M., Gibson, D. and Kruse, S., 2025.
Learning to teach with simulation: historical insights. Journal of Computers
in Education, 12(1), pp.339–366. Available from: https://doi.org/10.1007/
s40692-024-00313-2.
[35] Lei, Y., 2021. A Study on Online Game-based Teaching Design. Proceedings- 2021 2nd International Conference on Education, Knowledge and Information Management, ICEKIM 2021. pp.184–190. Available from: https://doi.org/10.1109/ICEKIM52309.2021.00047. [36] Liang, L.R., Kang, R. and Mendoza, C.S., 2024. Developing Lafayette Park
Minecraft World to Broaden Participation in Computing. Asee annual conference
and exposition, conference proceedings.
[37] MacLaurin, M., 2011. The design of kodu: A tiny visual programming language
for children on the Xbox 360. ACM SIGPLAN Notices, 46(1), pp.241–245. Available
from: https://doi.org/10.1145/1925844.1926413.
[38] McGaghie, W.C. and Harris, I.B., 2018. Learning Theory Foundations of
Simulation-Based Mastery Learning. Simulation in Healthcare, 13(3 S), pp.S15
S20. Available from: https://doi.org/10.1097/SIH.0000000000000279.
[39] Milne, L.R., Baker, C.M. and Ladner, R.E., 2017. Blocks4All demonstration:
A blocks-based programming environment for blind children. ASSETS 2017
Proceedings of the 19th International ACM SIGACCESS Conference on Computers
and Accessibility. pp.313–314. Available from: https://doi.org/10.1145/3132525.
3134774.
[40] Ng, E.M.W., 2010. Using an educational game to learn- are there any gender
differences between pre-service teachers? ASCILITE 2010- The Australasian
Society for Computers in Learning in Tertiary Education. pp.684–689.
[41] Nguyen, T.H., Nguyen, T.L. and Nguyen, T.B., 2023. Design and evaluate a
stem-oriented education teaching plan by exploiting the strength of minecraft
education game-based platform. AIP Conference Proceedings, 2685, p.030014.
Available from: https://doi.org/10.1063/5.0112025.
[42] Park, H. and Jun, W., 2023. A Study of Development of Algorithm Thinking Eval
uation Standards. International Journal of Applied Engineering and Technology,
5(2), pp.53–58.
[43] Pellas, N., 2024. Effects of Simulation Games on students’ Computational
Thinking and Game Experience for Programming Courses in Primary School.
Computers in the Schools, 41(1), pp.23–50. Available from: https://doi.org/10.
1080/07380569.2023.2206825.
[44] Pellas, N. and Vosinakis, S., 2018. Learning to think and practice computationally
via a 3D simulation game. Advances in Intelligent Systems and Computing, 725,
pp.550–562. Available from: https://doi.org/10.1007/978-3-319-75175-7_54.
[45] Qasrawi, R., Amro, M. and Jayousi, R., 2020. Automatic analytics model for
learning skills analysis using game player data and robotic process automation
in a serious game for education. Proceedings- 2020 International Conference
on Promising Electronic Technologies, ICPET 2020. pp.94–98. Available from:
https://doi.org/10.1109/ICPET51420.2020.00026.
[46] Renganathan, K.K., Karuppiah, J., Lakshminarayanan, J. and Pathinathan, M.,
2024. Enhancing algorithmic reasoning and critical thinking through game-based
learning: A graph theory approach. Multidisciplinary Reviews, 7(10), p.2024233.
Available from: https://doi.org/10.31893/multirev.2024233.
[47] Rutherford-Hemming, T., 2012. Simulation Methodology in Nursing Education
and Adult Learning Theory. Adult Learning, 23(3), pp.129–137. Available from:
https://doi.org/10.1177/1045159512452848.
[48] Slimani, A., Elouaai, F., Elaachak, L., Yedri, O.B. and Bouhorma, M., 2018.
Learning analytics through serious games: Data mining algorithms for per
formance measurement and improvement purposes. International Journal of
Emerging Technologies in Learning, 13(1), pp.46–64. Available from: https:
//doi.org/10.3991/ijet.v13i01.7518.
[49] Spieler, B., Kemény, F., Landerl, K., Binder, B. and Slany, W., 2020. The learning
value of game design activities: association between computational thinking and cognitive skills. Proceedings of the 15th Workshop on Primary and Secondary
Computing Education. New York, NY, USA: Association for Computing Machinery,
WiPSCE ’20, p.19. Available from: https://doi.org/10.1145/3421590.3421607.
[50] Stahlbauer, A., Kreis, M. and Fraser, G., 2019. Testing scratch programs au
tomatically. ESEC/FSE 2019- Proceedings of the 2019 27th ACM Joint Meeting
European Software Engineering Conference and Symposium on the Foundations
of Software Engineering. pp.165–175. Available from: https://doi.org/10.1145/
3338906.3338910.
[51] Stahlbauer, A., Kreis, M. and Fraser, G., 2020. Analyzing Scratch Programs
with Automated Tests. Lecture Notes in Informatics (LNI), Proceedings- Series
of the Gesellschaft fur Informatik (GI). vol. P-300, pp.139–140. Available from:
https://doi.org/10.18420/SE2020_42.
[52] Stolee, K.T. and Fristoe, T., 2011. Expressing computer science concepts through
kodu game lab. SIGCSE’11- Proceedings of the 42nd ACM Technical Symposium
on Computer Science Education. pp.99–104. Available from: https://doi.org/10.
1145/1953163.1953197.
[53] Sá Silva, P., Pedrosa, D., Trigo, A. and Varajão, J., 2011. Simulation, games
and challenges: From schools to enterprises. Lecture Notes in Business Informa
tion Processing, 88 LNBIP, pp.63–73. Available from: https://doi.org/10.1007/
978-3-642-24175-8_5.
[54] Sánchez-López, I., Roig-Vila, R. and Pérez-Rodríguez, A., 2022. Metaverse and
education: the pioneering case of minecraft in immersive digital learning. Pro
fesional de la Informacion, 31(6). Available from: https://doi.org/10.3145/epi.
2022.nov.10.
[55] Takbiri, Y., Bastanfard, A. and Amini, A., 2023. A gamified approach for improving
the learning performance of K-6 students using Easter eggs. Multimedia Tools
and Applications, 82(13), pp.20683–20701. Available from: https://doi.org/10.
1007/s11042-023-14356-7.
[56] Taylor, S., Min, W., Mott, B., Emerson, A., Smith, A., Wiebe, E. and Lester, J.,
2019. Position: IntelliBlox: A Toolkit for Integrating Block-Based Programming
into Game-Based Learning Environments. Proceedings- 2019 IEEE Blocks and
Beyond Workshop, B and B 2019. pp.55–58. Available from: https://doi.org/10.
1109/BB48857.2019.8941222.
[57] Theodosi, A. and Papadimitriou, V., 2011. The synergy of three: Incorporating
games, multimedia and programming in order to improve algorithmic skills.
Proceedings of the European Conference on Games-based Learning. vol. 2011
January, pp.582–594.
[58] Thomas, J.O., 2015. Supporting Computational Algorithmic Thinking (SCAT):
Exploring the difficulties African-American middle school girls face while enact
ing computational algorithmic thinking. Annual Conference on Innovation and
Technology in Computer Science Education, ITiCSE. vol. 2015-June, pp.69–74.
Available from: https://doi.org/10.1145/2729094.2742605.
[59] Thomas, J.O., Rankin, Y., Minor, R. and Sun, L., 2017. Exploring the Difficulties
African-American Middle School Girls Face Enacting Computational Algorithmic
Thinking over three Years while Designing Games for Social Change. Computer
Supported Cooperative Work: CSCW: An International Journal, 26(4-6), pp.389
421. Available from: https://doi.org/10.1007/s10606-017-9292-y.
[60] Van Eck, R., Hung, W., Bowman, F. and Love, S., 2009. 21st century game design:
A model and prototype for promoting scientific problem solving. Proceedings of
the 12th IASTED International Conference on Computers and Advanced Technology
in Education, CATE 2009. pp.219–227.
[61] Varghese, V.V.V. and Renumol, V., 2024. Video games for assessing computational thinking: a systematic literature review. Journal of Computers in Education, 11(3),
pp.921–966. Available from: https://doi.org/10.1007/s40692-023-00284-w.
[62] Yusuf, A. and Noor, N.M., 2024. Modeling students’ algorithmic thinking growth
trajectories in different programming environments: an experimental test of the
Matthew and compensatory hypothesis. Smart Learning Environments, 11(1),
p.38. Available from: https://doi.org/10.1186/s40561-024-00324-7.
[63] Zinchenko, Y.M., 2023. Vykorystannia Blockly Games pid chas vyvchennia
Prohramuvannia. Suchasni informatsiini tekhnolohii v osviti i nautsi : materialy
KhIV Vseukr. nauk.-prakt. konf. dlia molodykh uchenykh ta zdobuvachiv osvity, m.
Uman, 16–17 bereznia 2023 r. Uman, pp.34–35.