Abstract
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving 346 fifth-grade students from Jeddah, Saudi Arabia, who were divided into experimental and control groups. The experimental group utilized gamified tools, such as ClassDojo and Wordwall, while the control group employed traditional teaching methods. Data collection included achievement tests, observational measures, and assessments of computational thinking. The author used Extended Bayesian Information Criterion (EBIC) with the “qgraph” package in R to estimate the network structures. Initial visual programming skills showed no significant differences between groups. However, post-test results revealed substantial improvements in both visual programming and computational thinking for the experimental group. The gamified learning environment effectively enhanced these skills through increased motivation and active engagement. These findings support the use of gamification in primary education to enhance critical 21st-century skills. However, the study’s geographic and grade-level specificity limits generalizability, and long-term skill retention was not assessed. Future research should expand to diverse demographics, incorporate longitudinal designs, and explore integration with emerging technologies (e.g., adaptive learning platforms).
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