Protobot: An Educational Game for Algorithmic Thinking

dc.contributor.authorLertlapnon, Thanachote
dc.contributor.authorLueangrungudom, Naruebes
dc.contributor.authorVittayakorn, Sirion
dc.date.accessioned2026-08-06T10:34:43Z
dc.date.available2026-08-06T10:34:43Z
dc.date.issued2022-01-01
dc.description.abstractAlgorithm has been heavily used to provide a comfort life for us: from finding the best route in Google map to biometrics authentication on your phone. The significant of algorithm defines Computational thinking (CT) as one of the 21st Century skills. Although CT has been integrated into the education in the past years, many students still struggle with CT concept due to the complication of the topic and limited learning methods provided in school environment. To provide alternative learning approach for algorithmic thinking, we propose a game-base learning system called Protobot. Protobot requires students to apply their CT knowledge, especially the algorithmic thinking to solve problems in the gameplay. The experimental results demonstrate that Protobot fosters the algorithmic thinking skill of the players as well as provides the amusement during the gameplay.
dc.identifier.citationIcitee 2022 Proceedings of the 14th International Conference on Information Technology and Electrical Engineering, 79-84, 2022
dc.identifier.doi10.1109/ICITEE56407.2022.9954081
dc.identifier.other2-s2.0-85143608873
dc.identifier.urihttps://dspace.kmitl.ac.th/handle/123456789/12599
dc.sourceIcitee 2022 Proceedings of the 14th International Conference on Information Technology and Electrical Engineering
dc.subjectAlgorithmic thinking
dc.subjectComputational thinking
dc.subjectDigital game-based learning
dc.subjectGame-based learning
dc.subjectProcedural content generation
dc.titleProtobot: An Educational Game for Algorithmic Thinking
dc.typeConference Paper

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