Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review

Detalhes bibliográficos
Autor(a) principal: Guimarães, Carlos
Data de Publicação: 2025
Outros Autores: Madeira, Charles
Tipo de documento: Artigo
Idioma: por
Título da fonte: Metodologias e Aprendizado
Texto Completo: https://publicacoes.ifc.edu.br/index.php/metapre/article/view/6618
Resumo: This article presents a systematic literature review (SLR) on the use of digital games in teacher training for the development of Computational Thinking (CT). The research analyzed 11 articles out of a total of 261, published between 2014 and 2024 in the Scopus, Science Direct, ACM, IEEE, and CEIE databases, using the KITCHENHAM and PRISMA protocols. The results indicate that the use of technologies and the integration of digital games in teacher training promote greater engagement and the development of CT skills. Training to develop CT with digital games covers different audiences, from future early childhood education teachers to high school teachers, including students of different age groups. The methodologies applied include visual block programming, project-based learning, and constructivist approaches, using tools such as Scratch, Alice, and Stencyl. The assessment of the development of CT skills is done through questionnaires, tests, observations, and quantitative analyses. The impacts of creating digital games include improvements in programming skills, PC development, and increased motivation. However, there are challenges such as a lack of prior programming knowledge and time constraints for curriculum implementation. RSL concludes that training teachers to develop educational digital games is a promising approach to integrating PC into basic education.
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spelling Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature ReviewIntegración del pensamiento computacional a través del desarrollo de juegos digitales en la formación docente: una revisión sistemática de la literaturaIntegrando o Pensamento Computacional via Desenvolvimento de Jogos Digitais na Formação de Educadores: Uma Revisão Sistemática da Literaturapensamento computacionalformação de professoresjogos digitaiscomputational thinking;teacher trainingDigital Gamespensamiento computacionalformación docentejuegos digitalesThis article presents a systematic literature review (SLR) on the use of digital games in teacher training for the development of Computational Thinking (CT). The research analyzed 11 articles out of a total of 261, published between 2014 and 2024 in the Scopus, Science Direct, ACM, IEEE, and CEIE databases, using the KITCHENHAM and PRISMA protocols. The results indicate that the use of technologies and the integration of digital games in teacher training promote greater engagement and the development of CT skills. Training to develop CT with digital games covers different audiences, from future early childhood education teachers to high school teachers, including students of different age groups. The methodologies applied include visual block programming, project-based learning, and constructivist approaches, using tools such as Scratch, Alice, and Stencyl. The assessment of the development of CT skills is done through questionnaires, tests, observations, and quantitative analyses. The impacts of creating digital games include improvements in programming skills, PC development, and increased motivation. However, there are challenges such as a lack of prior programming knowledge and time constraints for curriculum implementation. RSL concludes that training teachers to develop educational digital games is a promising approach to integrating PC into basic education.El artículo presenta una revisión sistemática de la literatura (RSL) sobre el uso de juegos digitales en la formación docente para el desarrollo del Pensamiento Computacional (PC). La investigación analizó 11 artículos de un total de 261, publicados entre 2014 y 2024 en las bases de datos Scopus, Science Direct, ACM, IEEE y CEIE, utilizando los protocolos KITCHENHAM y PRISMA. Los resultados indican que el uso de tecnologías y la integración de juegos digitales en la formación docente promueven un mayor engagement y el desarrollo de habilidades informáticas. La formación para desarrollar PC con juegos digitales abarca distintos públicos, desde futuros profesores de educación infantil hasta profesores de secundaria, pasando por estudiantes de diferentes grupos de edad. Las metodologías aplicadas incluyen programación visual por bloques, aprendizaje basado en proyectos y enfoques constructivistas, utilizando herramientas como Scratch, Alice y Stencyl. La evaluación del desarrollo de las habilidades de PC se realiza mediante cuestionarios, pruebas, observaciones y análisis cuantitativos. Los impactos de la creación de juegos digitales incluyen mejoras en las habilidades de programación, desarrollo de PC y mayor motivación. Sin embargo, existen desafíos como la falta de conocimientos previos de programación y limitaciones de tiempo para la implementación del currículo. RSL concluye que capacitar a los docentes para desarrollar juegos digitales educativos es un enfoque prometedor para integrar la PC en la educación básica.O artigo apresenta uma revisão sistemática da literatura (RSL) sobre a utilização de jogos digitais na formação de professores para o desenvolvimento do Pensamento Computacional (PC). A pesquisa analisou 11 artigos de um total de 261, publicados entre 2014 e 2024 nas bases Scopus, Science Direct, ACM, IEEE e CEIE, utilizando os protocolos KITCHENHAM e PRISMA. Os resultados apontam que o uso de tecnologias e a integração de jogos digitais na formação docente promovem maior engajamento e o desenvolvimento de habilidades de PC. As formações para desenvolver PC com jogos digitais abrange diversos públicos, desde futuros professores da educação infantil até docentes do ensino médio, incluindo estudantes de diferentes faixas etárias. As metodologias aplicadas incluem programação visual em blocos, aprendizagem baseada em projetos e abordagens construtivistas, com o uso de ferramentas como Scratch, Alice e Stencyl. A avaliação do desenvolvimento das habilidades de PC é feita através de questionários, testes, observações e análises quantitativas. Os impactos da criação de jogos digitais incluem melhorias nas habilidades de programação, no desenvolvimento do PC e no aumento da motivação. Contudo, existem desafios como a falta de conhecimento prévio em programação e limitações de tempo para implementação curricular. A RSL conclui que a formação de professores para o desenvolvimento de jogos digitais educacionais é uma abordagem promissora para integrar o PC na educação básica.Instituto Federal Catarinense2025-10-11info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://publicacoes.ifc.edu.br/index.php/metapre/article/view/661810.21166/metapre.v8i.6618Methodologies and Learning; Vol. 8 (2025); 360 - 379Metodologías y Aprendizaje; Vol. 8 (2025); 360 - 379Metodologias e Aprendizado ; v. 8 (2025); 360 - 3792674-9009reponame:Metodologias e Aprendizadoinstname:Instituto Federal de Educação, Ciência e Tecnologia Catarinense (IFC)instacron:IFCporhttps://publicacoes.ifc.edu.br/index.php/metapre/article/view/6618/5716Copyright (c) 2025 Carlos Artur Guimarães, Charles Madeirainfo:eu-repo/semantics/openAccessGuimarães, CarlosMadeira, Charles2025-11-02T20:46:38Zoai:ojs2.publicacoes.ifc.edu.br:article/6618Revistahttps://publicacoes.ifc.edu.br/index.php/metaprePUBhttps://publicacoes.ifc.edu.br/index.php/metapre/oaieduardo.ribeiro@ifc.edu.br2674-90092674-9009opendoar:2025-11-02T20:46:38Metodologias e Aprendizado - Instituto Federal de Educação, Ciência e Tecnologia Catarinense (IFC)false
dc.title.none.fl_str_mv Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
Integración del pensamiento computacional a través del desarrollo de juegos digitales en la formación docente: una revisión sistemática de la literatura
Integrando o Pensamento Computacional via Desenvolvimento de Jogos Digitais na Formação de Educadores: Uma Revisão Sistemática da Literatura
title Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
spellingShingle Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
Guimarães, Carlos
pensamento computacional
formação de professores
jogos digitais
computational thinking;
teacher training
Digital Games
pensamiento computacional
formación docente
juegos digitales
title_short Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
title_full Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
title_fullStr Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
title_full_unstemmed Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
title_sort Integrating Computational Thinking via Digital Game Development into Teacher Training: A Systematic Literature Review
author Guimarães, Carlos
author_facet Guimarães, Carlos
Madeira, Charles
author_role author
author2 Madeira, Charles
author2_role author
dc.contributor.author.fl_str_mv Guimarães, Carlos
Madeira, Charles
dc.subject.por.fl_str_mv pensamento computacional
formação de professores
jogos digitais
computational thinking;
teacher training
Digital Games
pensamiento computacional
formación docente
juegos digitales
topic pensamento computacional
formação de professores
jogos digitais
computational thinking;
teacher training
Digital Games
pensamiento computacional
formación docente
juegos digitales
description This article presents a systematic literature review (SLR) on the use of digital games in teacher training for the development of Computational Thinking (CT). The research analyzed 11 articles out of a total of 261, published between 2014 and 2024 in the Scopus, Science Direct, ACM, IEEE, and CEIE databases, using the KITCHENHAM and PRISMA protocols. The results indicate that the use of technologies and the integration of digital games in teacher training promote greater engagement and the development of CT skills. Training to develop CT with digital games covers different audiences, from future early childhood education teachers to high school teachers, including students of different age groups. The methodologies applied include visual block programming, project-based learning, and constructivist approaches, using tools such as Scratch, Alice, and Stencyl. The assessment of the development of CT skills is done through questionnaires, tests, observations, and quantitative analyses. The impacts of creating digital games include improvements in programming skills, PC development, and increased motivation. However, there are challenges such as a lack of prior programming knowledge and time constraints for curriculum implementation. RSL concludes that training teachers to develop educational digital games is a promising approach to integrating PC into basic education.
publishDate 2025
dc.date.none.fl_str_mv 2025-10-11
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://publicacoes.ifc.edu.br/index.php/metapre/article/view/6618
10.21166/metapre.v8i.6618
url https://publicacoes.ifc.edu.br/index.php/metapre/article/view/6618
identifier_str_mv 10.21166/metapre.v8i.6618
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://publicacoes.ifc.edu.br/index.php/metapre/article/view/6618/5716
dc.rights.driver.fl_str_mv Copyright (c) 2025 Carlos Artur Guimarães, Charles Madeira
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2025 Carlos Artur Guimarães, Charles Madeira
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Instituto Federal Catarinense
publisher.none.fl_str_mv Instituto Federal Catarinense
dc.source.none.fl_str_mv Methodologies and Learning; Vol. 8 (2025); 360 - 379
Metodologías y Aprendizaje; Vol. 8 (2025); 360 - 379
Metodologias e Aprendizado ; v. 8 (2025); 360 - 379
2674-9009
reponame:Metodologias e Aprendizado
instname:Instituto Federal de Educação, Ciência e Tecnologia Catarinense (IFC)
instacron:IFC
instname_str Instituto Federal de Educação, Ciência e Tecnologia Catarinense (IFC)
instacron_str IFC
institution IFC
reponame_str Metodologias e Aprendizado
collection Metodologias e Aprendizado
repository.name.fl_str_mv Metodologias e Aprendizado - Instituto Federal de Educação, Ciência e Tecnologia Catarinense (IFC)
repository.mail.fl_str_mv eduardo.ribeiro@ifc.edu.br
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