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CThink.IT : Think, Learn and Play in a Computational Thinking Way

2022-1-MT01-KA220-SCH-0000869032022Cooperation partnerships in school educationongoing
Countries: MT|EL|PT · Grant: €250,000
Creating new, innovative or joint curricula or coursesDigital skills and competencesEarly childhood education and care

Objectives

The goal was to develop a board game that embeds CT competencies in a way that allows learners to naturally acquire these skills through collaborative game play. To support this, we worked closely with teachers to co-engineer the board game and co-create a resource pack designed to facilitate its use in the classroom. The game was translated into Maltese, Greek, and Portuguese to enhance accessibility and relevance across different linguistic and cultural contexts. A key focus throughout the development process was ensuring the game is inclusive across multiple dimensions, catering to the diverse needs of all learners. Moreover, the game was designed around themes and scenarios that promote awareness of climate change, environmental stewardship, and social inclusion—reinforcing values that are critical for both personal development and responsible global citizenship. Another objective was to introduce the game during the early years of schooling, as we believe early exposure lays a strong foundation for the continued integration of CT throughout primary education and beyond. This is essential for equipping future generations with the skills and competencies required to thrive in an increasingly complex and fast-changing world.

Background

This project developed a board game designed to introduce computational thinking (CT) to early years learners and provided educators with training on how to effectively use the game in the classroom. Academic research supports the idea that CT skills can be successfully acquired in early childhood, underlining the importance of introducing these skills at the beginning of a child’s educational journey. Early exposure to CT is a valuable foundation that prepares learners to meet the current and future demands of our knowledge-based society. Studies also suggest that "unplugged" approaches, those not reliant on digital technologies, can serve as effective alternatives for schools lacking adequate technological resources. In fact, unplugged activities have been shown to boost learner motivation and support the development of CT skills among primary school learners. Given that CT is a crucial skill set in today’s world, integrating it into early education is both feasible and essential. Through this project, a board game was developed to facilitate the introduction of CT concepts in early and primary education, accompanied by dedicated educator training to ensure successful implementation in the classroom.

Project partners (6)