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Lance P. Rhodes – ProQuest LLC, 2021
The purpose of this quantitative, quasi-experimental study was to assess differences between US K-12 teachers who participated in digital game-based learning (DGBL) and those who participated in digital learning (DL), in terms of pre-/posttest gains in computational thinking (CT) and pre-/posttest changes in perceived usefulness (PU) and perceived…
Descriptors: Game Based Learning, Educational Games, Mental Computation, Thinking Skills