
![]()
Meliyara Sirex
Consuegra Diaz-Granados
Universidad Simón Bolívar. Colombia.
Universidad del Atlántico. Colombia.
![]()
María Ángeles
Navarro Cervantes
Universitat Oberta de Catalunya. España.
How to cite:
Consuegra Diaz-Granados,
M.S., Diaz Quiroz, A.E., & Navarro Fernández, M.A. (2026). Game-based
unplugged strategy for developing computational thinking and artificial
intelligence skills in contexts with a digital divide [Estrategia lúdica
analógica para el desarrollo del pensamiento computacional y la inteligencia
artificial en entornos con brecha digital].
Pixel-Bit,
Revista de Medios y Educación, 76,
Art. 4. https://doi.org/10.12795/pixelbit.118850
ABSTRACT
Computational Thinking (CT) and
Artificial Intelligence (AI) are essential competencies in the digital age;
however, teaching these competencies in rural areas with limited access to
technology faces major obstacles. This study proposes Titicode, an inclusive
and low-cost board game that promotes these skills in children and young people
through playful and collaborative learning. To assess its effectiveness, an
instrument based on the Computational Thinking Test (CTt) and the Artificial
Intelligence Literacy Questionnaire (AILQ) was used to evaluate the knowledge
level before and after the implementation of the game on 71 students from a
rural school in Colombia, revealing significant improvements after playing. The
research followed five phases: prototype development, measurement of students’
initial skills, implementation of the game over 12 weeks, post-game skill
assessment, and comparative analysis. Titicode appears to be an effective tool
to enhance skills in CT and AI literacy in contexts with limited access to
technology.
RESUMEN
El
Pensamiento Computacional (PC) y la Inteligencia Artificial (IA) son
competencias necesarias en la sociedad de la era digital, sin embargo, su
enseñanza enfrenta grandes obstáculos en áreas rurales con acceso limitado a
tecnología. Esta investigación propone Titicode, un juego de mesa
inclusivo y de bajo coste que promueve estas habilidades en niños y jóvenes
mediante un aprendizaje lúdico y colaborativo. Para comprobar su eficacia se
utilizó un instrumento elaborado a partir del Computational Thinking Test (CTt)
y el Artificial Intelligence Literacy Questionnaire (AILQ) donde se evaluó el
nivel de conocimiento de 71 jóvenes de una escuela rural en Colombia antes y
después de la aplicación del juego, encontrando mejoras significativas después
de su aplicación. La investigación se realizó en cinco fases: elaboración de
prototipo, medición de habilidades antes del juego, implementación del juego
durante 12 semanas, medición de habilidades después del juego y análisis
comparativo. Titicode sugiere ser una herramienta eficaz para mejorar
las habilidades en PC y la alfabetización en IA en contextos con acceso
limitado a la tecnología.
KEYWORDS· PALABRAS CLAVES
Digital Competence; Access
to Technology; Artificial Intelligence; Digital Divide; Inclusive Education
Competencia digital; Acceso
a tecnología; Inteligencia artificial; Brecha digital; Educación inclusiva
1. Introduction
The rapid development of digital technologies and
their widespread use in almost every aspect of life in modern society (Soh et
al., 2025) have turned computational thinking (CT) (Wing, 2006; Grover &
Pea, 2018) and artificial intelligence (AI) (Duque-Rodriguez et al., 2024) into
essential skills. Several studies have highlighted the development of these
skills in basic education (Engelhardt et al., 2016; Voogt et al., 2015;
Nozato-López, 2024) due to their direct relation with mathematical, linguistic,
and abstract reasoning skills (Bers, 2020; Grover & Pea, 2013) and
importance in present-day labor markets (Piazza & Mengual-Andrés, 2020).
Initiatives such as AI for K-12 in the United States and Elements of AI in Europe have fostered CT and AI education from an
early age, devising curriculum standards and accessible teaching resources
(Tedre et al., 2021). However, the implementation of such educational contents
involves several challenges, such as the lack of accessible teaching resources,
the technological divide between urban and rural regions (Morales et al.,
2024), and the lack of teacher-specific training (Voogt et al., 2015). This is
the case in many Latin American regions, which feature considerable inequality
in terms of technology access (Flores & Núñez, 2024; Quiroz-Vallejo et al.,
2021). The digital divide encompasses the factors of technical availability,
social inclusion, and human development. Thus, it is linked to structural
inequalities such as poverty, social exclusion, unemployment, and unequal
resource distribution (Van Dijk, 2017).
As a potential solution to these challenges,
this study analyzes a board game as an unplugged (analog), pedagogical, inclusive, adaptable, and
affordable resource that will allow teachers without technological training to
foster CT skills (Sin Yoon & Md Khambari, 2022) and AI use (El-Hamamsy et
al., 2022) in primary and secondary school students (Montes-León et al., 2020).
Several studies note that play boosts student
motivation (Berland & Lee, 2011; Deterding et al., 2011) and enhances
meaningful learning, collaboration (Zagal et al., 2006; Kafai & Burke,
2015), and retention of complex concepts (Kazimoglu et al., 2012; Gee, 2003).
Specifically, analog games gain importance as an equitable tool, making the
acquisition of technological knowledge possible in rural contexts (Vita-Barrull
et al., 2023) with technological limitations (Nicolalde & Narváez, 2025) by
promoting cognitive development, enabling acquisition of key technological
skills, and strengthening learning processes (Robles et al., 2024) from early
stages (Salleh, 2023).
This study develops and assesses a board game
named Titicode that seeks to enhance
CT skills and AI literacy. The study population studied is located in a rural
area of the Caribbean Region of Colombia that has limited access to
technological resources, poor connectivity, and a divide in digital skills in
teachers and students (Ministerio de Tecnologías de la Información y las
Comunicaciones [MinTIC], 2025). An initial diagnostic investigation was
performed to identify the participants’ familiarity with the notions of logic,
algorithms, programming and basic AI knowledge
While studies that investigate similar games
such as Crabs & Turtles (Tsarava
et al., 2018), RoboBUG (Sin Yoon
& Md Khambari, 2022), and Code &
Go Robot Mouse (Bakala et al., 2022) focus on basic CT concepts, Titicode articulates CT and AI within a
single, playful environment. This approach aligns with frameworks such as AI4K12 (Touretzky et al., 2019) that
promote an integrative, contextual, and evaluative methodology. Thus, this
study designed a resource to enhance the gaming experience beyond sequencing instructions,
boosting students’ motivation and complex decision-making and thereby
contributing to the field of inclusive digital education.
2. Creating a Board Game to
Boost CT and AI Skills
Titicode is designed from a student-centered constructivist
perspective, which recognizes that learning occurs when motivation, social
interactions, and opportunities to apply knowledge in real-life contexts are
present (Gutiérrez-Medina et al., 2024). Each game lasts 45–60 minutes and
allows for 2–4 players who face challenges and dilemmas.
2.1. Game
Parts
Titicode consists of 11 parts and 4 card types (Figure 1). The
9 × 9 board and player tokens strengthen skills such as planning, logical
thinking, and algorithmic structuring (Grover & Pea, 2013) by enabling
visualization of action flows within a specific spatial environment (Engelhardt
et al., 2016).
Meanwhile, the hourglass boosts mental agility and
efficient decision-making. The Mystery Box incorporates elements of surprise,
which are critical for developing abstraction skills, interpretations of
unforeseen events, and strategic thinking (Shute et al., 2017).
Rocks simulate execution errors that require the
application of conditional decisions, reinforcing CT-specific processes
(Kalelioğlu et al., 2016).
The board tokens (Error, CT, AI, and NULL)
deepen the learning experience by representing key CT principles (Grover &
Pea, 2013) and AI (Ng et al., 2021), such as exception handling, error
debugging, interpretation of missing data, and conditional execution (Brennan
& Resnick, 2012).
Finally, the use of gems and bananas as goals
enhances intrinsic motivation (Kapp, 2012), the sense of achievement, and
engagement (Ortiz-Colón et al., 2018), boosting reinforcement learning (Sutton
& Barto, 2018) and helping internalize complex concepts (Papavlasopoulou et
al., 2017).
Figure 1
Game parts of
Titicode

Source: own
elaboration.
Regarding the cards, movement instruction cards
enable actions to be structured in a logical sequence (Goin & Quijano,
2023). Meanwhile, the debug or bug cards, inspired by games such as Gidget (Lee et al., 2014) and RoboBUG (Sin Yoon & Md Khambari,
2022), help with error identification and correction, an essential skill in
programming. There are several categories of
Titicode’s design
articulates its play-pedagogical parts with the variables analyzed in the study.
The movement instruction cards, the 9×9 board, the rocks, the error and NULL
cards and tokens, the mystery box, and the challenge cards strengthen CT
skills. Meanwhile, the AI cards and tokens support the measurement of variable
AI literacy.
3. Methodology
The study was developed in five phases (Figure
2) with quantitative data through a quasi-experimental design (Creswell &
Creswell, 2018) involving
Figure 2
Experiment
phases

Source: own
elaboration.
Phase 1 consisted of creating the game with an
appropriate pedagogical approach (Brennan & Resnick, 2012), ensuring its
educational relevance and sustainability to achieve optimal results in learning
key concepts in CT (Sáez-López et al., 2016) and AI (Long & Magerko, 2020).
Phase 2 applied a diagnostic test of the
participants’ CT skills and AI literacy. In Phase 3, a prototype of the board
game was implemented for 12 weeks (1 session per week) in groups of 3–4
students. In Phase 4, a diagnostic test was performed after the game to measure
the development of the assessed variables.
Finally, in Phase 5, the results were analyzed with
the information obtained from the tests, with the aim of measuring the impact
of the game on students’ CT skills development and AI literacy
3.1.
Participants and Sample
The study employed an intentional,
non-probabilistic sampling procedure, selecting 71 students aged 10–14 years with
limited access to technological resources and digital skills divides (MinTIC,
2025). This age range was selected because the study aimed to conduct the
analysis in a key stage of academic development, where students begin to face
more complex challenges and require tools that boost their logical and creative
thinking (Barragán Perea, 2023).
All collected data were kept confidential; the study
was conducted under the supervision and endorsement of the educational
institution, teachers, and the university, and prior consent was obtained from
the students’ legal guardians (Molina Montoya, 2018; Klock et al., 2023).
3.2.
Diagnostic Test of CT and IA Knowledge
To analyze Titicode’s
impact on students, two tests were used as a benchmark: The Computational
Thinking test (CTt) developed by Román-González et al. (2017) and the
Artificial Intelligence Literacy Questionnaire (AILQ) from Ng et al. (2024).
Modifications were made to adapt these questionnaires to the target population
(Mokkink et al., 2018), considering that simplicity improves the quality of the
data collected (De Leeuw, 2011).
Ultimately, an 18-question instrument was created,
applied individually by means of Google Forms, which took each student an
approximate duration of 45 minutes to complete. The first 10 questions were
based on the CTt and measured the development of CT skills through four
dimensions: logical and mathematical reasoning, abstraction, error debugging,
and basic programming and sequencing principles. To ensure visual consistency
between the test and the board game, graphic adaptations of the CTt were made to
the images, scenarios, and characters of each question, integrating them into
the style of the Titicode board
(Figure 3). However, the use of an abstract color palette may represent a
limitation, as it could increase cognitive load by requiring additional effort
to interpret hazards, pathways and targets (Sweller et al., 2011).
Figure 3
Adaptation of the test to the Titicode game.

Source: own
elaboration.
The final eight questions, based on the AILQ, aimed to
assess the participants’ AI literacy, calculated based on cognitive and
affective dimensions (Ng et al., 2023). Affective learning, or level of
interest in AI, comprises factors measuring students’ feelings in terms of
intrinsic motivation, self-efficacy, professional interest, and confidence in
AI learning. Meanwhile, cognitive learning or knowledge level refers to factors
such as students’ attainment of skills in knowing, understanding, using, and
applying AI. The responses were simplified to a 3-point Likert scale (1 =
Disagree, 2 = Neutral, 3 = Agree), to favor participant understanding, avoid
semantic confusion (Alan & Atalay, 2020; Naegeli et al., 2018), and improve
response consistency and reliability (Mellor & Moore, 2014).
3.3.
Instruments for Data Analysis
The data analysis is divided into two parts relating
to CT and AI, based on data collected in the tests applied to the participants
before and after the Titicode
educational intervention.
To measure CT skills, we used sub-variables derived
from percentage hit rates
The paired Student’s t-test was applied to identify significant differences between the
means of the hit rates before and after using Titicode. This approach is suitable for dependent samples, enabling
an evaluation of whether the changes found are statistically significant. A p-value < .05 was considered to
indicate rejection of the null hypothesis of no difference.
![]()
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Although the Shapiro–Wilk test applied to paired
differences indicated significant deviations from normality, the Student’s t-test continued to be used. This
decision is based on the robustness of the t-contrast
regarding deviations from the assumption of normality, especially in moderate
or large sample sizes and when the focus is on the comparison of means
(Sullivan & D’Agostino, 1992; Lumley et al., 2002; Norman, 2010). Moreover,
the discrete nature of the variables and the presence of floor and ceiling effects
explain the asymmetry observed in the differences.
Cohen’s d
(Cohen, 1988) was used to measure effect sizes. This measure quantifies the
magnitude of the change in terms of standard deviations, with values ranging
from 0.20 (small) to above 0.80 (large). In pretest–
To analyze the effect on AI literacy, discrete
variables based on Likert-type survey responses were used to capture the
affective (interest and motivation) and cognitive (conceptual understanding and
knowledge) dimensions.
The Wilcoxon signed-rank test was employed. This
nonparametric test is suitable for ordinal or discrete data such as those from
Likert scales (Derrick & White, 2017) that do not assume normality and
handle paired samples. This test is resistant to common outliers in subjective
data and assesses differences in the distributions of before and after response
ranks, with a p-value < .05
considered to indicate significant changes.
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![]()
Additionally, to estimate effect sizes, the
rank-biserial correlation was calculated, which adapts the point-biserial
correlation to ordinal data and measures the strength of the relation between
the intervention (before/after) and the responses.
The instruments’ internal consistency was
estimated based on the pretest measurements. In the case of the CTt, comprising
10 dichotomous items, the KR-20 coefficient was used and obtained a value of
0.24. As per Streiner (2003), excessively high alphas may reflect redundancy
between items rather than adequate representation of the construct assessed. In
educational achievement tests integrating
Meanwhile, the internal consistency of the AILQ,
composed of eight items of an affective and cognitive nature, was estimated by
means of Cronbach’s alpha, where
4. Results
4.1. CT
Skills
The results show significant improvements in all
analyzed dimensions (Figure 4), with an increase in hit rate from less than 6%
before the Titicode intervention to
nearly 90% afterward. This change should be interpreted considering the
participants’ limited previous exposure to CT content. Thus, small initial
variations would generate large percentage increases without overestimating the
effect. Table 1 shows means, standard deviations, and 95% confidence intervals
before and after the intervention, confirming that there is a floor effect in
the pretest and possible ceiling effect in the posttest in some dimensions.
Descriptive statistics of CT skills in
|
Variable |
Test |
N |
Mean (SD) |
95% CI |
|
Logical and
mathematical reasoning |
Before |
71 |
9.29
(19.58) |
[4.62, 13.96] |
|
Logical and
mathematical reasoning |
After |
71 |
88.57
(21.15) |
[83.53, 93.61] |
|
Abstraction |
Before |
71 |
6.43
(16.86) |
[2.41,
10.45] |
|
Abstraction |
After |
71 |
91.43
(18.98) |
[86.90, 95.95] |
|
Debugging or error |
Before |
71 |
1.43
(8.39) |
[0.00, 3.43] |
|
Debugging or error |
After |
71 |
90.00
(21.87) |
[84.79, 95.21] |
|
Basic principles in programming and sequencing |
Before |
71 |
6.07 (12.36) |
[3.12, 9.02] |
|
Basic principles in programming and sequencing |
After |
71 |
88.21 (17.40) |
[84.06, 92.36] |
Figure 4
Average hit rate per dimension in CT skills tests

Source:
Prepared by the authors.
The results of the inferential tests confirm the
improvements found in the descriptive analysis, highlighting significant
differences and large effects that can be attributed to the Titicode intervention.
The paired Student’s t-test (Table 2) reveals highly significant differences in all
variables, with extremely low p-values. These
findings reject the null hypothesis and confirm that the changes are not
random.
Student’s t-test and Cohen’s d
test performed on CT skills
|
Variable |
Student’s t (df = 70) |
p-value |
Cohen’s d |
Effect |
|
Logical
and mathematical reasoning |
23.0 |
< .001 |
3.89 |
Very large |
|
Abstraction |
28.9 |
< .001 |
4.74 |
Very large |
|
Debugging
or error |
32.5 |
< .001 |
5.35 |
Very large |
|
Basic principles in programming and sequencing |
32.9 |
< .001 |
5.44 |
Very large |
Table 2 shows a very high Cohen’s d in all cases, highlighting the
significant pedagogical impact of the intervention.
In logical-mathematical reasoning, a transition
from poor performance to solid mastery is observed, indicating that the
intervention strengthened the participants’ ability to apply structured
instructions in tasks such as character movements or drawings. In abstraction,
the large effect size (d = 4.74) indicates a clear improvement in identifying
missing steps and conceptualization, which are key aspects in programming.
Debugging shows one of the clearest changes (d = 5.35), denoting progress in
error correction. Finally, basic programming principles show the highest effect
(d = 5.44), evidencing a substantial improvement in sequencing and repetition
of instructions due to an effective practical intervention.
4.2. AI
Literacy
Figure 5 compares the mean scores (on a Likert
scale from 1 to 3, where 1 = Disagree, 2 = Neutral and 3 = Agree) obtained for
the two variables analyzed before and after the Titicode intervention. Each panel represents a dimension (affective
and cognitive), with the error bars indicating the standard deviation.
Figure 5
Likert scores by dimension on
the AI literacy test.

Source: own
elaboration.
The Wilcoxon signed-rank test and the biserial
rank correlation reveal different patterns (Table 3). For the affective
dimension, the p-value (.289) is
greater than .05. Thus, the null hypothesis is not rejected and no significant
difference is observed between the results of the diagnostic test before and
after the intervention. The biserial correlation is low (.089), confirming a
minimal effect and suggesting that the intervention did not alter motivational
aspects greatly.
Table 3
Wilcoxon statistic and
biserial correlation
|
Variable |
Wilcoxon statistic |
p-value |
Biserial correlation |
|
Affective |
2316 |
.289 |
.089 |
|
Cognitive |
5041 |
< .001 |
.898 |
By contrast, for the cognitive dimension, the p-value is extremely low, rejecting the
null hypothesis and confirming highly significant differences. The high
biserial correlation (.898) indicates there is a large effect, validating the
effectiveness of Titicode in
improving AI literacy from the cognitive dimension.
5. Discussion
Titicode is shown to be an effective tool for early-age CT development
and found to have pedagogical and play value, similar to other games such as Crabs & Turtles (Tsarava et al.,
2018) and Code & Go Robot Mouse
(Bakala et al., 2022).
Unlike these games, Titicode can also
improve AI literacy, which had not been analyzed in previous research.
However, these findings should be interpreted
while considering certain methodological conditions. The large effect sizes may
be influenced by the participants’ poor initial performance level, indicating a
possible floor effect in the pretest and an increase in changes after the
intervention, as well as a ceiling effect in some dimensions in the posttest.
The close alignment between the goals of the
intervention and the instrument boosts internal validity; however,
complementary measures should be included to assess the transfer of learning to
other contexts in future research.
Finally, the use of non-probability sampling
limits the generalizability of the results, and the lack of a control group
makes it hard to isolate the effect of the intervention from possible threats
to internal validity, such as repetition-based learning. Despite these
limitations, the pedagogical coherence of the game design and the consistency
of the improvements found suggest that the changes cannot be attributed to
these factors only. Rather, these changes correspond, to a large extent, to the
educational intervention implemented.
6. Conclusions
The study’s findings demonstrate the potential
of Titicode as an effective and inclusive
teaching strategy that can transform abstract concepts into concrete
experiences, improving the CT skills and AI literacy of students in
environments with limited access to technology. Its versatility allows
replication and scaling in different educational environments.
According to the analyses, the students’ scores
in the CT dimensions increased from below 6% before the intervention to nearly
90%, proving the significance of this method. In terms of AI literacy, in the
cognitive dimension, the participants’ understanding of fundamental concepts
improved; in the affective dimension, the study found that students’ emotional
attitudes toward AI were high before and after the intervention.
Several lines of research arise from this
analysis, such as the evaluation of its long-term impact, exploring its
application in other types of populations, deepening the inclusion of emotional
elements, motivation, advanced gamification, and critical appropriation of
emerging technologies.
Finally, this study shows that board games can
be strategic allies in education that can be adapted for different initiatives
aimed at developing key skills in the digital era.
Authors’ contributions
Author 1: conceptualization, methodology, validation,
formal analysis, research, supervision, visualization, writing - original
draft, writing-revision and editing. Author 2: conceptualization, game
creation, methodology, validation, formal analysis, research, visualization,
writing - original draft, writing-revision and editing; Author 3: methodology,
software, formal analysis, writing-revision and editing, visualization.
Funding
Funding for the translation of the article was
provided by Universidad Simón Bolívar.
Ethical Approval
The
intervention has been approved by the Ethics Committee of Universidad Simón
Bolívar as per Project Approval Certificate No.0539 for the
PRO-CEI-USB-CE-0606-00 Project.
Conflict of Interest
The authors declare that there
is no conflict of interest.
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