Computational Thinking: Methods, Tools, and their Relationships with the Development of 21st Century Skills in Elementary Education: A Systematic Mapping of the Literature
DOI:
https://doi.org/10.5753/rbie.2026.5520Keywords:
Computational Thinking, Digital Culture, Active Learning, Cross-functional SkillsAbstract
Context: The advancement of digital technologies demands new skills for life in society, especially in the school environment. In this context, Computational Thinking (CT) is recognized as fundamental for promoting creativity, logical reasoning, problem-solving, and collaboration. Objective: To present a systematic literature mapping that serves as a reference basis for teachers and researchers, highlighting how CT has been applied in elementary education and its relationship with the development of 21st-century skills. Methodology: The Systematic Literature Mapping (SLM) method by Petersen et al. (2008) was adopted, following Scannavino et al. (2017) and Silva et al. (2018), with steps for defining research questions, search strings, inclusion/exclusion criteria, and quality assessment. A total of 484 studies were identified in national and international databases, of which 88 were selected as the most relevant. Results: It was observed that tools such as Scratch, educational robotics, games, narratives, and immersive technologies develop skills such as abstraction, logical reasoning, critical thinking, and collaboration, aligning with General Competencies 2 and 5 of the BNCC. Conclusion: Thus, the study demonstrates that PC enhances meaningful learning and contributes to the implementation of the skills outlined by the BNCC, while also highlighting challenges related to teacher training and assessment.
Downloads
References
Aragão, P. A. P., Avellar, G. M. N., & Barbosa, E. F. (2023). Ensino de programação e pensamento computacional utilizando realidade virtual, realidade aumentada e jogos: Um mapeamento sistemático da literatura. Anais do Simpósio Brasileiro de Informática na Educação (SBIE), 34, 800–812. https://doi.org/10.5753/sbie.2023.234858. [GS Search]
Bell, P., Lewenstein, B., Shouse, A., & Feder, M. (2009). Learning science in informal environments: People, places, and pursuits. National Academies Press. https://doi.org/10.17226/12190. [GS Search]
Brackmann, C. P., Romero, M., Barcelos, T., Ribeiro, L., Raabe, A., & Borges, M. (2017). Pensamento computacional e educação básica: Relato de experiência de atividades desplugadas no ensino fundamental. Revista Novas Tecnologias na Educação, 15(2), 1–10. https://doi.org/10.22456/1679-1916.79225. [GS Search]
Brasil. Ministério da Educação. (2018). Base nacional comum curricular (BNCC). [Link].
Brasil. Ministério da Educação. (2022). Computação na educação básica: Complemento à BNCC. Disponível em: [Link].
Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. In Proceedings of the 2012 Annual Meeting of the American Educational Research Association (Vol. 1). [GS Search]
CEB (2019). First regular session of 2019: Geneva, 9 and 10 May 2019. Chief Executives Board for Coordination, United Nations System. Disponível em: [Link].
Cruz, L. S., Santana, B. S., Bittencourt, R. A., Barreto, A. R., Gomes, K. C., & Santos, J. A. M. (2024). Efeito da promoção do pensamento computacional nas habilidades do século XXI: Uma revisão sistemática da literatura. Revista Brasileira de Informática na Educação, 32, 295–335. https://doi.org/10.5753/rbie.2024.3213. [GS Search]
George-Reyes, C. E., Rocha Estrada, F. J., & Glasserman-Morales, L. D. (2021). Interweaving digital literacy with computational thinking. In Proceedings of the Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM) (pp. 13–17). https://doi.org/10.1145/3486011.3486412. [GS Search]
Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051. [GS Search]
Grover, S., & Pea, R. (2018). Computational thinking: A competency whose time has come. In S. Sentance, E. Barendsen, & C. Schulte (Eds.), Computer science education: Perspectives on teaching and learning in school (pp. 20–38). Bloomsbury Publishing. https://doi.org/10.5040/9781350057142.ch-003. [GS Search]
Iversen, O. S., Smith, R. C., & Dindler, C. (2018). From computational thinking to computational empowerment: A 21st century PD agenda. In Proceedings of the 15th Participatory Design Conference: Full Papers – Volume 1 (pp. 1–11). https://doi.org/10.1145/3210586.3210592. [GS Search]
Kennedy, K. J., Pavlova, M., & Lee, J. C.-K. (Eds.). (2022). Soft skills and hard values: Meeting education's 21st century challenges. Routledge. https://doi.org/10.4324/9781003219415. [GS Search]
MIT Media Lab. (n.d.). What is Scratch? https://scratch.mit.edu/about
Moreno-León, J., Vasco-González, M., Román-González, M., & Robles, G. (2024). Investigating the impact of programming activities on computational thinking and AI literacy in Spanish schools. In Proceedings of the 19th WiPSCE Conference on Primary and Secondary Computing Education Research (Article 7, pp. 1–10). Association for Computing Machinery. https://doi.org/10.1145/3677619.3678111. [GS Search]
Oliveira, K. K. S., Falcão, T. P., & Barbosa, E. F. (2022). Um framework para a aprendizagem de habilidades de programação e habilidades do século XXI. In Anais do Congresso Brasileiro de Informática na Educação (CBIE – STUDX) (pp. 138–143). https://doi.org/10.5753/cbie_estendido.2022.226726. [GS Search]
Petersen, K., Feldt, R., Mujtaba, S., & Mattsson, M. (2008). Systematic mapping studies in software engineering. In Proceedings of the 12th International Conference on Evaluation and Assessment in Software Engineering (pp. 68–77). https://doi.org/10.14236/ewic/EASE2008.8. [GS Search]
Piniuta, I. (2019). Technology-based activities to develop 21st century skills in the foreign language classroom. In Proceedings of the 8th International Conference on Educational and Information Technology (pp. 79–85). https://doi.org/10.1145/3318396.3318404. [GS Search]
Romero, M., & Lille, B. (2017). Compétences du 21e siècle et formation en enseignement: Regards croisés. Revue Internationale des Technologies en Pédagogie Universitaire, 14(2). https://doi.org/10.18162/ritpu-2017-v14n2-01. [GS Search]
Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills? Games and Culture, 10(2), 148–177. https://doi.org/10.1177/1555412014548919. [GS Search]
Scannavino, K. R. F., Nakagawa, E. Y., Fabbri, S. C. P. F., & Ferrari, F. C. (2017). Revisão sistemática da literatura em engenharia de software: Teoria e prática. Elsevier. [GS Search]
Seehorn, D., Carey, S., Fuschetto, B., Lee, I., Moix, D., O'Grady-Cunniff, D., & Verno, A. (2011). CSTA K–12 computer science standards. [GS Search].
Shute, V., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142–158. https://doi.org/10.1016/j.edurev.2017.09.003. [GS Search]
Silva, I. D., Nunes, M. A. S. N., Rodrigues, R. C., Machado, R. P., & Santos, A. C. (2018). Almanaque para popularização da ciência da computação (Vols. 7–10). Sociedade Brasileira de Computação. Disponível em: [Link]. [GS Search]
UNESCO. (2015). Rethinking education: Towards a global common good? https://doi.org/10.54675/MDZL5552. [GS Search]
Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215. [GS Search]
Wing, J. M. (2016). Computational thinking, 10 years later. Blog of Communications of the ACM. Disponível em: [Link].
WEF. (2025a). Future of jobs report 2025. World Economic Forum. Disponível em [Link]. [GS Search]
WEF. (2025b). How human-centric AI can shape the future of work. World Economic Forum. Disponível em [Link].
Additional Files
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Albert Rodrigues de Souza Catojo, Sean Wolfgand Matsui Siqueira, Maria Augusta Silveira Netto Nunes

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

