Coding for Early Childhood Students: Effect of Learning Management Via Educational Game on Computational Thinking

Kajohnsak Sanguansat
Thailand
Anongnat Yimchang
Thailand
Wattanaporn Wattanachaitham
Thailand
Natthanya Intasopee
Thailand
Keywords: Learning Management Process, Computational Thinking, Early Childhood Students
Published: Dec 31, 2024

Abstract

The objectives of this research were 1) to develop a computational thinking learning management for early childhood students, and 2) to study the results of computational thinking skills assessment by the study and analysis of related documents and research about the early childhood education curriculum, and computational thinking concepts for organizing the learning process for children to learn through play and conducting experiential activities by educational games. Target group was a Kindergarten 2 student of Wat Pho Si School, Paisali District, Nakhon Sawan Province with number 15 people. Research tools were 5 learning management plans and computational thinking assessment form for early childhood students. Statistics used were Percentage, Mean, and Standard Deviation. From the research, it was found that 1) were able to develop 5 educational games, namely, Vehicle-matching games with flashcards; Land, water, air and vehicle matching flashcards; Vehicle matching game with travel routes; The missing vehicle form filling game; and travel photomontage have good quality and can be used to teach and learn, and 2) Computational thinking skills found that, posttest in each plans students have score between 4, 5, and 6 respectively, and have percentage score between 86.67-96.67 and all 15 students which passed the 70 percent criteria of psychomotor domain.

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Sanguansat, K., Yimchang, A., Wattanachaitham, W., & Intasopee, N. (2024). Coding for Early Childhood Students: Effect of Learning Management Via Educational Game on Computational Thinking . Journal of Local Governance and Innovation, 8(3), 363–378. https://doi.org/10.14456/jlgisrru.2024.70

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References

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