Digital Educational Tool to Support the Development of Computational Thinking through Games and Unplugged Computing

Authors

DOI:

https://doi.org/10.5753/reic.2025.6332

Keywords:

Computational Thinking, Mobile Educational Application, Gamification

Abstract

The inclusion of Computational Thinking in the Brazilian National Common Curricular Base (BNCC), starting in 2018, represented a significant step toward integrating digital technologies into basic education in Brazil. This shift began to require that teachers master computing concepts, often without prior training in the field, highlighting the need for accessible and effective pedagogical resources. In this context, ThinkWell is presented—a mobile educational application developed to foster Computational Thinking skills through digital games inspired by unplugged computing activities and gamification strategies. The proposal aims to provide a practical and playful alternative for developing these competencies by combining interactivity, accessibility, and pedagogical intent. The project was structured in stages that included the study of educational methodologies, the design of games compatible with mobile devices, and validation with high school students. Preliminary results indicate that the application demonstrates good usability, satisfactory technical performance, and content with strong educational potential.

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References

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Published

2025-10-14

How to Cite

Costa, V. S., & Sokolonski, A. C. (2025). Digital Educational Tool to Support the Development of Computational Thinking through Games and Unplugged Computing. Electronic Journal of Undergraduate Research on Computing, 23(1), 220–227. https://doi.org/10.5753/reic.2025.6332

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