Conceptual framework

 Computational thinking refers to the ability of an individual to solve problems by making use of knowledge in computer science and critical thinking, which means that: 

"it is a complex "high-level" competence related to a specific conceptualization model of human beings that develops ideas and linked to abstract-mathematical and pragmatic-engineering thinking that applied in multiple aspects of our daily life" (Berrocoso, Sanchez, & Arroyo, 2015) 


Computational thinking is not only developed through ICTs, "Computational thinking can be developed without using computers (paper and pencil are enough)". The incorporation of computational thinking in the classroom is part of a gamification process; "Gamification is a method to create a meaningful and motivating experience through the integration of game mechanics in non-game environments and applications." (Lopez & Gutierrez, 2016)


"In his study on video game-based learning, he establishes three strands on the use of this approach in the classroom: ...games built for the students themselves and that develop problem-solving, programming and game design skills." (Van Eck, 2006, as cited in López and Gutiérrez, 2016) Concluding what learning based on video games has numerous benefits, this according to Cebrián, 2013, cited in López and Gutiérrez, 2016, "In good part statistically significant improvements are observed in terms of increased motivation and engagement with the tasks, as well as enjoyment around them." 



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