Game-based unplugged strategy for developing computational thinking and artificial intelligence skills in contexts with digital divide

 

 

 

 

 

Estrategia lúdica analógica para el desarrollo del pensamiento computacional y la inteligencia artificial en entornos con brecha digital

 

 

 

Meliyara Sirex Consuegra Diaz-Granados

Universidad Simón Bolívar. Colombia.

Álvaro Enrique Diaz Quiroz

Universidad del Atlántico. Colombia.

María Ángeles Navarro Cervantes

Universitat Oberta de Catalunya. España.

 

 

 

 

 

 

 

 

 

 

 

Received: 2025/11/11 Reviewed 2025/12/01 Accepted: 2026/02/19 Published: 2026/05/01

 

 

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 (Rodríguez-Martínez et al., 2019). After playing the game, the students showed significant improvements in understanding, motivation, and attitude toward CT and AI learning.

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

Imagen que contiene interior, lego, tabla, computadora

Descripción generada automáticamente

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 CT challenge cards: pattern recognition (Tseng, 2020; Tsarava et al., 2018), logical reasoning (Suárez-Ibujés et al., 2024), sequences, key concepts, and abstraction (Grover & Pea, 2018). Finally, the AI cards simulate pattern recognition (Touretzky et al., 2019), interaction with intelligent agents (Casal-Otero et al., 2023), and data-driven decision making (Long & Magerko, 2020).

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 pretest and posttest stages (Del-Moral-Pérez et al., 2025) with no control group.

 

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).

This sampling may limit the statistical generalization of the results. However, the study aimed to assess the impact of an educational intervention designed for a rural context with a digital divide. Therefore, this approach is appropriate for analyzing the effectiveness of the Titicode board game in a given population.

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.

Diagrama

El contenido generado por IA puede ser incorrecto.

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, calculated based on a number of dichotomous items grouped by specific dimensions mentioned in section 3.2.

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.

 

 

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–posttest designs, effect sizes should be interpreted based on the initial level of performance and the homogeneity of the improvements found (Lakens, 2013).

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.

 

 

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 different performance dimensions with dichotomous items, moderate or low KR-20 values are to be expected, especially if there is a marked floor effect in the initial measurement.

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 a value of 0.51 was obtained in the pretest. In scales with a small number of response categories, it is common to obtain moderate levels of internal consistency in exploratory contexts (Cortina, 1993; Norman, 2010).

 

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.

 

Table 1

Descriptive statistics of CT skills in the pretest and posttest

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

Gráfico, Gráfico de cajas y bigotes

El contenido generado por IA puede ser incorrecto.

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.

 

Table 2

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.

Gráfico, Gráfico de cajas y bigotes

El contenido generado por IA puede ser incorrecto.

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.

 

 

References

Alan, Ü., & Atalay Kabasakal, K. (2020). Effect of number of response options on the psychometric properties of Likert-type scales used with children. Studies in Educational Evaluation, 66, 100895. https://doi.org/10.1016/j.stueduc.2020.100895

Bakala, E., Gerosa, A., Hourcade, J. P., Tejera, G., Peterman, K., & Trinidad, G. (2022). A Systematic Review of Technologies to Teach Control Structures in Preschool Education. Frontiers in psychology, 13, 911057. https://doi.org/10.3389/fpsyg.2022.911057

Barragán Perea, E. A. (2023). Pensamiento computacional y programación en la formación de estudiantes desde edades tempranas. Revista Educación, 47(2), 1–18. https://doi.org/10.15517/revedu.v47i2.53645

Berland, M. & Lee, V. R. (2011). Collaborative Strategic Board Games as a Site for Distributed Computational Thinking. International Journal of Game-Based Learning (IJGBL), 1(2), 65-81. https://doi.org/10.4018/ijgbl.2011040105

Bers, M. U. (2020). Coding as a playground: Programming and computational thinking in the early childhood classroom (2nd ed.). Routledge. https://doi.org/10.4324/9781003022602

Brennan, K., & Resnick, M. (2012). New Frameworks for Studying and Assessing the Development of Computational Thinking. Proceedings of the 2012 Annual Meeting of the American Educational Research Association, 1, Vancouver, 13-17 April 2012, 25. http://bit.ly/3JKzzhf

Casal-Otero, L., Catala, A., Fernández-Morante, C., Taboada, M, Cebreiro, B. & Barro, S. (2023). AI literacy in K-12: a systematic literature review. International Journal of STEM Education, 10(29). https://doi.org/10.1186/s40594-023-00418-7

Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences (2nd ed.). Routledge. https://doi.org/10.4324/9780203771587

Cortina, J. M. (1993). What is coefficient alpha? An examination of theory and applications. Journal of Applied Psychology, 78(1), 98–104. https://doi.org/10.1037/0021-9010.78.1.98

Creswell, J. W., & Creswell, J. D. (2018). Research design: qualitative, quantitative, and mixed methods approaches. Fifth edition. SAGE.  http://bit.ly/45Ah7QU

De Leeuw, E. D. (2011). Improving data quality when surveying children and adolescents: Cognitive and social development and its role in questionnaire construction and pretesting. Academy of Finland Conference Report. http://bit.ly/43NjzTn

Del-Moral-Pérez, M.E., López-Bouzas, N., & Castañeda-Fernández, J. (2025). Microrrelatos, codificación robótica, aplicaciones digitales y realidad aumentada para potenciar el pensamiento computacional infantil [Micro-stories, Robotic Coding, Digital Applications, and Augmented Reality to Enhance Children's Computational Thinking]. Pixel-Bit. Revista de Medios y Educación, 73, art.8. https://doi.org/10.12795/pixelbit.115193

Derrick, B., & White, P. (2017). Comparing Two Samples from an Individual Likert Question. International Journal of Mathematics and Statistics, 18(3), 1-13. http://bit.ly/40FWa4i

Deterding, S., Sicart, M., Nacke, L., O’Hara, K. & Dixon, D. (2011). Gamification: Using game design elements in non-gaming contexts. Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems, 66, 2425 - 2428. https://doi.org/10.1145/1979742.1979575

Duque-Rodríguez, J., Piña-Ferrer, L., Isea-Argüelles, J., & Comas-Rodríguez, R. (2024). Aprendizaje tecnológico desde los primeros años de escolaridad en la era de la inteligencia artificial. CIENCIAMATRIA, 10(18), 151-167. https://doi.org/10.35381/cm.v10i18.12475

El-Hamamsy, L., Zapata-Cáceres, M., Barroso, E. M., Mondada, F., Zufferey, J. D., & Bruno, B. (2022). The Competent Computational Thinking Test: Development and Validation of an Unplugged Computational Thinking Test for Upper Primary School. Journal of Educational Computing Research, 60(7), 1818-1866. https://doi.org/10.1177/07356331221081753

Engelhardt, K., Punie, Y., Chioccariello, A., Ferrari, A., Dettori, G., Kampylis, P., & Bocconi, S. (2016). Developing computational thinking in compulsory education – Implications for policy and practice, Punie, Y.(editor) and Kampylis, P.(editor), Publications Office. https://data.europa.eu/doi/10.2791/792158

Flores Jaramillo, J. D., & Nuñez Olivera, N. R. (2024). Aplicación de Inteligencia Artificial en la Educación de América Latina: Tendencias, Beneficios y Desafíos. Revista Veritas De Difusão Científica, 5(1), 01–22. https://doi.org/10.61616/rvdc.v5i1.52

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20. https://doi.org/10.1145/950566.95059

Goin, M. M. J., & Quijano, M. T. (2023). Desarrollo y análisis de un juego de mesa algorítmico para favorecer el pensamiento computacional. Revista Iberoamericana De Tecnología En Educación Y Educación En Tecnología, (35), e10. https://doi.org/10.24215/18509959.35.e10

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

Grover, S., & Pea, R. (2018). Computational Thinking: A Competency Whose Time Has Come. In S. Sentance , E. Barendsen & C. Schulte (Ed.). Computer Science Education: Perspectives on Teaching and Learning in School (pp. 19–38). London. Bloomsbury Academic. Retrieved June 12, 2025, from http://dx.doi.org/10.5040/9781350057142.ch-003

Gutiérrez-Medina, L., Arrué-Quezada, G., & Illanes-Aguilar, L. (2024). Juegos de mesa como inductor de la Motivación para el aprendizaje en adolescentes: Una revisión sistemática. Revista de estudios y experiencias en educación, 23(52), 195-213.  https://doi.org/10.21703/rexe.v23i52.2429

Kafai, Y. B., & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational Psychologist, 50(4), 313-334. https://doi.org/10.1080/00461520.2015.1124022

Kalelioğlu, F., Gülbahar, Y., & Kukul, V. (2016). A framework for computational thinking based on a systematic research review. Baltic Journal of Modern Computing, 4(3), 583-596. https://bit.ly/4moM1SR

Kapp, Karl. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. https://doi.org/10.1145/2207270.2211316

Kazimoglu, C., Kiernan, M., Bacon, L. & MacKinnon, L. (2012). Learning Programming at the Computational Thinking Level via Digital Game-Play. Procedia Computer Science, 9, 522-531. https://doi.org/10.1016/j.procs.2012.04.056

Klock, A.C.T., Santana, B.S., Hamari, J. (2023). Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. In: Toda, A., Cristea, A.I., Isotani, S. (eds) Gamification Design for Educational Contexts. Springer, Cham. https://doi.org/10.1007/978-3-031-31949-5_3

Lakens, D. (2013). Calculating and reporting effect sizes to facilitate cumulative science: A practical primer for t-tests and ANOVAs. Frontiers in Psychology, 4(863). https://doi.org/10.3389/fpsyg.2013.00863

Lee, M. J., Bahmani, F., Kwan, I., Laferte, J., Charters, P., Horvath, A., Luor, F., Cao, J., Law, C., Beswetherick, M., Long, S., Burnett, M., & Ko, A. J. (2014). Principles of a debugging-first puzzle game for computing education. In Proceedings - 2014 IEEE Symposium on Visual Languages and Human-Centric Computing VL/HCC, Melbourne VIC, Australia, 57-64. https://doi.org/10.1109/VLHCC.2014.6883023

Long, D. & Magerko, B. (2020). What is AI Literacy? Competencies and Design Considerations. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). Association for Computing Machinery, New York, NY, USA, 1–16. https://doi.org/10.1145/3313831.3376727

Lumley, T., Diehr, P., Emerson, S., & Chen, L. (2002). The importance of the normality assumption in large public health data sets. Annual review of public health23(1), 151-169. https://doi.org/10.1146/annurev.publhealth.23.100901.140546

Mellor, D. & Moore, K.A. (2014). The Use of Likert Scales With Children. Journal of Pediatric Psychology, 39 (3), 369–379. https://doi.org/10.1093/jpepsy/jst079

Ministerio de Tecnologías de la Información y las Comunicaciones (MinTIC). (2025, 17 de diciembre). Índice Sintético Educación Digital 2022-2023. Observatorio Nacional de Tecnologías de la Información y las Comunicaciones (ONTIC). Recuperado de https://bit.ly/45TsjIq

Mokkink, L. B., Terwee, C. B., Patrick, D. L., Alonso, J., Stratford, P. W., Knol, D. L., Bouter, L. M., & de Vet, H. C. W. (2018). COSMIN methodology for systematic reviews of Patient-Reported Outcome Measures (PROMs): User manual. http://bit.ly/3HJFemV

Molina Montoya, N. P. (2018). Aspectos éticos en la investigación con niños. Ciencia Y Tecnología Para L a Salud Visual Y Ocular, 16(1), 75-87. https://doi.org/10.19052/sv.4348

Montes-León, H., Hijón- Neira, R., Pérez-Marín, D., & Montes-León, S. R. (2020). Mejora del Pensamiento Computacional en Estudiantes de Secundaria con Tareas Unplugged. Education in the Knowledge Society (EKS), 21(12). https://doi.org/10.14201/eks.23002

Morales Jaramillo, M., Sosa Toapanta, J., Garofalo Sosa, G., & Escobar Contreras, K. (2024). La inteligencia artificial una herramienta benéfica o perjudicial para el aprendizaje académico en el Ecuador. Polo del Conocimiento, 9(12), 1476-1490. https://doi.org/10.23857/pc.v9i12.8557

Naegeli, A. N., Hanlon, J., Gries, K. S., Safikhani, S., Ryden, A., Patel, M., Crescioni, M., & Vernon, M. (2018). Literature review to characterize the empirical basis for response scale selection in pediatric populations. Journal of patient-reported outcomes, 2 (39). https://doi.org/10.1186/s41687-018-0051-8

Ng, D.T.K., Leung, J.K.L, Chu, S.K.W.  & Qiao,M.S. (2021) Conceptualizing AI literacy: An exploratory review. Computers and Education: Artificial Intelligence, 2, 100041, ISSN 2666-920X. https://doi.org/10.1016/j.caeai.2021.100041

Ng, D.T.K., Leung, J.K.L., Su, J., Ng, R.C.W. & Chu, S.K.W. (2023) Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world. Education Tech Research and development, 71, 137-161. https://doi.org/10.1007/s11423-023-10203-6

Ng, D.T.K., Wu, W., Leung, J.K.L., Chiu, T.K.F., & Chu, S.K.W. (2024). Design and validation of the AI literacy questionnaire: The affective, behavioural, cognitive and ethical approach. British Journal of Educational Technology, 55(3), 1082–1104. https://doi.org/10.1111/bjet.13411

Nicolalde Jaramillo, S.G., & Narvaéz Valverde, M.M. (2025). La inteligencia artificial en la educación básica: innovaciones, desafíos y perspectivas futuras. Revista Ecos De La Academia, 11(21), e1218. https://doi.org/10.53358/ecosacademia.v11i21.1218

Norman, G. (2010). Likert scales, levels of measurement and the “laws” of statistics. Advances in health sciences education15(5), 625-632. https://doi.org/10.1007/s10459-010-9222-y

Nozato-López, M. J. (2024). La inteligencia artificial en educación: consideraciones éticas y fomento al pensamiento crítico. RECIE. Revista Electrónica Científica De Investigación Educativa, 8, e2357. https://doi.org/10.33010/recie.v8i0.2357

Ortiz-Colón, A.-M., Jordán, J., & Agreda, M. (2018). Gamificación en educación: una panorámica sobre el estado de la cuestión. Educação & Pesquisa, 44, e173773. https://doi.org/10.1590/S1678-4634201844173773

Papavlasopoulou, S., Giannakos, M. N., & Jaccheri, L. (2017). Empirical studies on the Maker Movement, a promising approach to learning: A literature review. Entertainment Computing, 18, 57-78. https://doi.org/10.1016/j.entcom.2016.09.002

Piazza, A., & Mengual-Andrés, S. (2020). Computational thinking and coding in primary education: scientific productivity on SCOPUS. Pixel-Bit, Revista de Medios y Educación, 59, 147–181. https://doi.org/10.12795/pixelbit.79769

Quiroz-Vallejo, D. A., Carmona-Mesa, J. A., Castrillón-Yepes, A., & Villa-Ochoa, J. A. (2021). Integración del pensamiento computacional en la educación primaria y secundaria en Latinoamérica: una revisión sistemática de literatura. RED. Revista de Educación a Distancia, 21(68), Artíc. 7. https://doi.org/10.6018/red.485321

Robles Carmona, E. J., Vergara Oliveros, J. J., Giraldo Cardozo, J. C., & Madera Doval, D. P. (2024). Enfoque stem+ y gamificación para desarrollar el pensamiento computacional en educación básica. Acta ScientiÆ InformaticÆ, 8(8), 23-28. https://doi.org/10.21897/26192659.3642

Rodríguez-Martínez, J. A., González-Calero, J. A., & Sáez-López, J. M. (2019). Computational thinking and mathematics using Scratch: an experiment with sixth-grade students. Interactive Learning Environments, 28(3), 316–327. https://doi.org/10.1080/10494820.2019.1612448

Román-González, M., Pérez-González, J.-C., & Jiménez-Fernández, C. (2017). Which cognitive abilities underlie computational thinking? Criterion validity of the Computational Thinking Test. Computers in Human Behavior, 72, 678–691. https://doi.org/10.1016/j.chb.2016.08.047

Sáez-López, J.-M., Román-González, M., & Vázquez-Cano, E. (2016). Visual programming languages integrated across the curriculum in elementary school: A two-year case study using “Scratch” in five schools. Computers & Education, 97, 129-141. https://doi.org/10.1016/j.compedu.2016.03.003

Salleh Hudin, S. (2023). A Systematic Review of the Challenges in Teaching Programming for Primary Schools’ Students. Online Journal for TVET Practitioners, 8(1), 75-88. https://publisher.uthm.edu.my/ojs/index.php/oj-tp/article/view/13350

Shute, V. J., 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

Sin Yoon, C., & Md Khambari, M.N. (2022). Design, Development, and Evaluation of the Robobug Board Game: An Unplugged Approach to Computational Thinking. International Journal of Interactive Mobile Technologies (IJIM), 16(06), 41–60. https://doi.org/10.3991/ijim.v16i06.26281

Soh, J., Oikonomou, M., Pizzinelli, C., Shibata, I. & Tavares, M. M.  (2025) Did the Covid-19 Recession Increase the Demand for Digital Occupations in the USA? Evidence from Employment and Vacancies Data. IMF Economic Review, 73, 316–337. https://doi.org/10.1057/s41308-024-00246-x

Streiner, D. L. (2003). Starting at the Beginning: An Introduction to Coefficient Alpha and Internal Consistency. Journal of Personality Assessment, 80(1), 99–103. https://doi.org/10.1207/S15327752JPA8001_18

Suárez-Ibujés, M. O., Hernández-Dávila, C. A., Peñafiel, E. J. A., & Villena-Atoche, C. A. (2024). Utilización de juegos de razonamiento lógico para potenciar competencias matemáticas en estudiantes de bachillerato. MQR Investigar, 8(2), 2931–2950. https://doi.org/10.56048/MQR20225.8.2.2024.2931-2950

Sullivan, L. M., & D'Agostino, R. B. (1992). Robustness of the t test applied to data distorted from normality by floor effects. Journal of dental research71(12), 1938-1943. https://doi.org/10.1177/00220345920710121601

Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction (2nd ed.). A Bradford Book, The MIT Press. http://bit.ly/3JF8ADW

Sweller, J., Ayres, P., & Kalyuga, S. (2011). Cognitive load theory. Springer. https://doi.org/10.1007/978-1-4419-8126-4

Tedre, M., Toivonen, T., Vartiainen, H., Jormanainen, I., Valtonen, T., Kahila, J. & Pears, A. (2021). Teaching Machine Learning in K–12 Classroom: Pedagogical and Technological Trajectories for Artificial Intelligence Education. IEEE Access, 9, 110558-110572. https://doi.org/10.1109/ACCESS.2021.3097962

Touretzky, D., Gardner-McCune, C., Martin, F., & Seehorn, D. (2019). Envisioning AI for K-12: What Should Every Child Know about AI?. Proceedings of the AAAI Conference on Artificial Intelligence, 33(1), 9795-9799. https://doi.org/10.1609/aaai.v33i01.33019795

Tsarava, K., Moeller, K., M., & Ninaus, M. (2018). Training Computational Thinking through board games: The case of Crabs & Turtles. International Journal of Serious Games, 5(2), 25-44. https://doi.org/10.17083/ijsg.v5i2.248

Tseng, C. Y. (2020). Exploring the Learning Effect of Playing Card Games to Develop Computational Thinking Skills: Supporting Pattern Recognition and Generalization. http://dx.doi.org/10.13140/RG.2.2.30111.64163

Van Dijk, J. (2017). Digital divide: Impact of access. In P. Rössler, C. A. Hoffner, & L. van Zoonen (Eds.), The international encyclopedia of media effects (pp. 1–11). John Wiley & Sons. https://doi.org/10.1002/9781118783764.wbieme0043

Vita-Barrull, N., Estrada-Plana, V., March-Llanes, J., Guzmán, N., Fernández-Muñoz, C., Ayesa, R., & Moya-Higueras, J. (2023). Board game-based intervention to improve executive functions and academic skills in rural schools: A randomized controlled trial. Trends in neuroscience and education, 33, 100216. https://doi.org/10.1016/j.tine.2023.100216

Voogt, J., Fisser, P., Good, J., Mishra, P. & Yadav, A. (2015). Computational thinking in compulsory education: Towards an agenda for research and practice. Education and Information Technologies, 20, 715-728. https://doi.org/10.1007/s10639-015-9412-6

Wing, J. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. https://doi.org/10.1145/1118178.1118215

Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 24-40. https://doi.org/10.1177/1046878105282279