Preprint Review Version 1 Preserved in Portico This version is not peer-reviewed

How to Learn and How to Teach the Five Content Areas: Programming Languages, Game Design, Computer Thinking, Algorithmic Thinking and Robotics Programming - A Systematic Review of Journal Publications From 2015 to 2020”

Version 1 : Received: 26 January 2023 / Approved: 27 January 2023 / Online: 27 January 2023 (12:04:52 CET)

How to cite: Cvetkovic, D.; Rastovac, D.; Viduka, D.; Basic, A. How to Learn and How to Teach the Five Content Areas: Programming Languages, Game Design, Computer Thinking, Algorithmic Thinking and Robotics Programming - A Systematic Review of Journal Publications From 2015 to 2020”. Preprints 2023, 2023010505. https://doi.org/10.20944/preprints202301.0505.v1 Cvetkovic, D.; Rastovac, D.; Viduka, D.; Basic, A. How to Learn and How to Teach the Five Content Areas: Programming Languages, Game Design, Computer Thinking, Algorithmic Thinking and Robotics Programming - A Systematic Review of Journal Publications From 2015 to 2020”. Preprints 2023, 2023010505. https://doi.org/10.20944/preprints202301.0505.v1

Abstract

This study presents review of 7580 papers in 13 academic journals, published from January 2015 to January 2020. After a detailed analysis of all papers, 46 papers were further selected showing research on a student population aged between 6 and 15 years old. In order for the paper to be included in the research, the condition was that the paper deals with teaching at least one of the following content areas: programming languages, game design, computer thinking (CT), algorithmic thinking and robotics programming. This study shows the representation of the listed content area in reviewed papers for the specified time period as well as a detailed analysis of the selected papers. Available data about study, participants and education level, country (first author), learning domain, teaching tools, research questions, hypothesis, pre/post-test results, interviews, control groups, course duration, research design, previous experience, project or grant and re-search purpose in detected papers were analysed. In addition, impact of studying some of the listed content areas on student learning performance, motivation, attitude and perception were investigated.

Keywords

computer thinking; game design; programming; review; robotics

Subject

Social Sciences, Education

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