Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking

This paper presents the design, development, and evaluation of the Robobug board game, which was developed to foster computational thinking (CT) among primary school pupils in Malaysia, particularly those who encounter computer and Internet access issues. Utilizing Richey and Klein's design and...

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Main Authors: Chong, Sin Yoon, Md Khambari, Mas Nida
Format: Article
Published: International Association of Online Engineering (IAOE) 2022
Online Access:http://psasir.upm.edu.my/id/eprint/100901/
https://online-journals.org/index.php/i-jim/article/view/26281
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spelling my.upm.eprints.1009012023-07-14T04:02:36Z http://psasir.upm.edu.my/id/eprint/100901/ Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking Chong, Sin Yoon Md Khambari, Mas Nida This paper presents the design, development, and evaluation of the Robobug board game, which was developed to foster computational thinking (CT) among primary school pupils in Malaysia, particularly those who encounter computer and Internet access issues. Utilizing Richey and Klein's design and development (DDR) methodologies, this research serves as a primer by first concentrating on needs analysis for the design, then converting it into the development of the board game. The focus of this study was on how the design aspects of Robobug might help children grasp CT principles and foster CT practices. The Robobug board game was initially assessed remotely via questionnaire by a panel of eight subject matter experts from Malaysian institutions. Using the questionnaire and evaluation rubrics, experts were asked to offer insights with the following objectives: (i) to evaluate the design features; (ii) to examine the computational concepts; and (iii) to examine the computational practices of the Robobug board game. The research found that the Robobug board game has significant potential for use as an unplugged tool and alternative technique for instructors to enhance CT abilities outside the typical classroom. Additionally, it can be utilized to incorporate collaborative and game-based learning into teachers' instructional strategies to boost student engagement and achievement. The Robobug board game's shortcomings and suggestions for improvement are discussed. International Association of Online Engineering (IAOE) 2022-03-22 Article PeerReviewed Chong, Sin Yoon and Md Khambari, Mas Nida (2022) Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking. International Journal of Interactive Mobile Technologies (iJIM), 16 (6). 41 - 60. ISSN 1865-7923 https://online-journals.org/index.php/i-jim/article/view/26281 10.3991/ijim.v16i06.26281
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
description This paper presents the design, development, and evaluation of the Robobug board game, which was developed to foster computational thinking (CT) among primary school pupils in Malaysia, particularly those who encounter computer and Internet access issues. Utilizing Richey and Klein's design and development (DDR) methodologies, this research serves as a primer by first concentrating on needs analysis for the design, then converting it into the development of the board game. The focus of this study was on how the design aspects of Robobug might help children grasp CT principles and foster CT practices. The Robobug board game was initially assessed remotely via questionnaire by a panel of eight subject matter experts from Malaysian institutions. Using the questionnaire and evaluation rubrics, experts were asked to offer insights with the following objectives: (i) to evaluate the design features; (ii) to examine the computational concepts; and (iii) to examine the computational practices of the Robobug board game. The research found that the Robobug board game has significant potential for use as an unplugged tool and alternative technique for instructors to enhance CT abilities outside the typical classroom. Additionally, it can be utilized to incorporate collaborative and game-based learning into teachers' instructional strategies to boost student engagement and achievement. The Robobug board game's shortcomings and suggestions for improvement are discussed.
format Article
author Chong, Sin Yoon
Md Khambari, Mas Nida
spellingShingle Chong, Sin Yoon
Md Khambari, Mas Nida
Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
author_facet Chong, Sin Yoon
Md Khambari, Mas Nida
author_sort Chong, Sin Yoon
title Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
title_short Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
title_full Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
title_fullStr Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
title_full_unstemmed Design, development, and evaluation of the Robobug board game: an unplugged approach to computational thinking
title_sort design, development, and evaluation of the robobug board game: an unplugged approach to computational thinking
publisher International Association of Online Engineering (IAOE)
publishDate 2022
url http://psasir.upm.edu.my/id/eprint/100901/
https://online-journals.org/index.php/i-jim/article/view/26281
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score 13.211869