|
Adetunji, A. A., Bamidele, E. F., & Awodele, B. A. (2013). Effects of historical simulations as narrative and graphic advance organizers on Nigerian junior secondary school students’ learning outcomes in basic science. Mediterranean Journal of Social Sciences, 4(2), 743-743. Aho, A. V. (2012). Computation and computational thinking. The computer journal, 55(7), 832-835. Ajzen, I. (1985). From intentions to actions: A theory of planned behavior. In Action control (pp. 11-39): Springer. Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), 179-211. Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. Akben, N. (2020). Effects of the problem-posing approach on students’ problem solving skills and metacognitive awareness in science education. Research in Science Education, 50(3), 1143-1165. Alamanda, D. T., Anggadwita, G., Ramdhani, A., Putri, M. K., & Susilawati, W. (2019). Kahoot!: A Game-Based Learning Tool as an Effective Medium to Improve Students' Achievement in Rural Areas. In Opening up education for inclusivity across digital economies and societies (pp. 191-208): IGI Global. Alanazi, H., Zaidan, B. B., Zaidan, A. A., Jalab, H. A., Shabbir, M., & Al-Nabhani, Y. (2010). New comparative study between DES, 3DES and AES within nine factors. arXiv preprint arXiv:1003.4085. Alhumaidan, H., Lo, K. P. Y., & Selby, A. (2018). Co-designing with children a collaborative augmented reality book based on a primary school textbook. International Journal of Child-Computer Interaction, 15, 24-36. Allsop, Y. (2019). Assessing computational thinking process using a multiple evaluation approach. International Journal of Child-Computer Interaction, 19, 30-55. Altintas, T., Gunes, A., & Sayan, H. (2016). A peer-assisted learning experience in computer programming language learning and developing computer programming skills. Innovations in Education and Teaching International, 53(3), 329-337. Ancliff, M., & Kang, A. (2017). Flipping an EMI Physics Class: Implications of Student Motivation and Learning Strategies for the Design of Course Contents. International Journal of Contents, 13(4), 1-11. Anderson, S. P. (2011). Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences, Portable Document: Pearson Education. Andrian, R., & Hikmawan, R. (2021). The Importance of Computational Thinking to Train Structured Thinking in Problem Solving. Jurnal Online Informatika, 6(1). doi:10.15575/join.v6i1.677 Angeli, C., & Giannakos, M. (2020). Computational thinking education: Issues and challenges. In (Vol. 105, pp. 106185): Elsevier. Ardito, C., Lanzilotti, R., Costabile, M. F., & Desolda, G. (2013). Integrating traditional learning and games on large displays: an experimental study. Journal of Educational Technology & Society, 16(1), 44-56. Atmatzidou, S., & Demetriadis, S. (2016). Advancing students’ computational thinking skills through educational robotics: A study on age and gender relevant differences. Robotics and Autonomous Systems, 75, 661-670. Azjen, I. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs. Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3. Barnett, R. (1990). The idea of higher education: McGraw-Hill Education (UK). Barr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, 38(6), 20-23. Bekkestua, N. (2003). Mobile Education-A Glance at the Future. Bell, T., Alexander, J., Freeman, I., & Grimley, M. (2009). Computer science unplugged: School students doing real computing without computers. The New Zealand Journal of Applied Computing and Information Technology, 13(1), 20-29. Berkeley, S., Scruggs, T. E., & Mastropieri, M. A. (2010). Reading comprehension instruction for students with learning disabilities, 1995—2006: A meta-analysis. Remedial and Special Education, 31(6), 423-436. Bogomolova, K., van der Ham, I. J., Dankbaar, M. E., van den Broek, W. W., Hovius, S. E., van der Hage, J. A., & Hierck, B. P. (2020). The effect of stereoscopic augmented reality visualization on learning anatomy and the modifying effect of visual‐spatial abilities: A double‐center randomized controlled trial. Anatomical sciences education, 13(5), 558-567. Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), 771-780. Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada. Brown, A. (1987). Metacognition, executive control, self-regulation, and other more mysterious mechanisms. Metacognition, motivation, and understanding. Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42. Brown, S. I., & Walter, M. I. (2014). Problem posing: Reflections and applications.: Psychology Press. Cankoy, O., & Özder, H. (2017). Generalizability theory research on developing a scoring rubric to assess primary school students' problem posing skills. Eurasia Journal of Mathematics, Science and Technology Education, 13(6), 2423-2439. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85046657349&doi=10.12973%2fEURASIA.2017.01233A&partnerID=40&md5=26e97d30b5d8fb32fdf888c83a197907. doi:10.12973/EURASIA.2017.01233A Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to Computing Science. Computers & Education, 55(3), 1098-1111. Carretti, B., Borella, E., Cornoldi, C., & De Beni, R. (2009). Role of working memory in explaining the performance of individuals with specific reading comprehension difficulties: A meta-analysis. Learning and individual differences, 19(2), 246-251. Catal, C., Akbulut, A., Tunali, B., Ulug, E., & Ozturk, E. (2020). Evaluation of augmented reality technology for the design of an evacuation training game. Virtual Reality, 24(3), 359-368. Cesário, V., Coelho, A., & Nisi, V. (2018). Co-designing gaming experiences for museums with teenagers. In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 38-47): Springer. Cetin, I. (2016). Preservice teachers’ introduction to computing: exploring utilization of scratch. Journal of Educational Computing Research, 54(7), 997-1021. Chang, C. Y., & Hwang, G. J. (2018). Trends of mobile technology-enhanced medical education: a review of journal publications from 1998 to 2016. International Journal of Mobile Learning and Organisation, 12(4), 373-393. Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90. Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185-197. Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786. Chang, S. C., & Hwang, G. J. (2017). Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach. Interactive Learning Environments, 25(5), 667-681. Chang, Y. S., Hu, K. J., Chiang, C. W., & Lugmayr, A. (2019). Applying Mobile Augmented Reality (AR) to teach Interior Design students in layout plans: Evaluation of learning effectiveness based on the ARCS Model of learning motivation theory. Sensors, 20(1), 105. Chen, C. C., & Lin, P. H. (2016). Development and evaluation of a context-aware ubiquitous learning environment for astronomy education. Interactive Learning Environments, 24(3), 644-661. Chen, C. H., Huang, C. Y., & Chou, Y. Y. (2019). Effects of augmented reality-based multidimensional concept maps on students’ learning achievement, motivation and acceptance. Universal Access in the Information Society, 18(2), 257-268. Chen, G., Shen, J., Barth-Cohen, L., Jiang, S., Huang, X., & Eltoukhy, M. (2017). Assessing elementary students’ computational thinking in everyday reasoning and robotics programming. Computers & Education, 109, 162-175. Cheng, K. H. (2017). Reading an augmented reality book: An exploration of learners’ cognitive load, motivation, and attitudes. Australasian Journal of Educational Technology, 33(4). Chiasson, M. (2017). Characteristics of learning spaces favouring the development of computational thinking skills. Université de Moncton. Chung, J. (2012). Meaning and myths of flipped classroom. https://chinese.classroom-aid.com/2012/10/flipped-classroom-2.html/ Cohen, J. (2013). Statistical power analysis for the behavioral sciences: Routledge. Collins, A., Brown, J. S., & Newman, S. E. (1988). Cognitive apprenticeship: Teaching the craft of reading, writing and mathematics. Thinking: The Journal of Philosophy for Children, 8(1), 2-10. Conde, M. Á., Fernández-Llamas, C., Rodríguez-Sedano, F. J., Guerrero-Higueras, Á. M., Matellán-Olivera, V., & García-Peñalvo, F. J. (2017). Promoting Computational Thinking in K-12 students by applying unplugged methods and robotics. Paper presented at the Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990): Harper & Row New York. Csizmadia, A., Standl, B., & Waite, J. (2019). Integrating the Constructionist Learning Theory with Computational Thinking Classroom Activities. Informatics in Education, 18(1), 41-67. doi:10.15388/infedu.2019.03 Davies, S. (2008). The effects of emphasizing computational thinking in an introductory programming course. Paper presented at the 2008 38th Annual Frontiers in Education Conference. Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), 319-340. Retrieved from http://www.jstor.org/stable/249008. doi:10.2307/249008 Denner, J., & Werner, L. (2007). Computer programming in middle school: How pairs respond to challenges. Journal of Educational Computing Research, 37(2), 131-150. Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596. doi:10.1016/j.compedu.2012.03.002 DiSessa, A. A.,(2000) Changing Minds, Computers, Learning, and Literacy. In: MIT Press, USA, England. Doore, K. (2013). Alternate realities for computational thinking. Paper presented at the Proceedings of the ninth annual international ACM conference on International computing education research, San Diego, San California, USA. https://doi.org/10.1145/2493394.2493418 Duffield, J. A. (1991). Designing computer software for problem-solving instruction. Educational Technology Research and Development, 39(1), 50-62. Ennis, R. H. (2018). Critical thinking across the curriculum: A vision. Topoi, 37(1), 165-184. Esteve-Mon, F., Llopis, M., & Adell-Segura, J. (2020). Digital competence and computational thinking of student teachers. International Journal of Emerging Technologies in Learning (iJET), 15(2), 29-41. Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education. Computers & education, 142, 103635. Fischer, G. (2017). Exploring design trade-offs for quality of life in human-centered design. Interactions, 25(1), 26-33. Fishbein, M., & Ajzen, I. (1977). Belief, attitude, intention, and behavior: An introduction to theory and research. Philosophy and Rhetoric, 10(2). Fishwick, P. A. (2006). Aesthetic computing: Mit Press. Fonseca, D., Martí, N., Redondo, E., Navarro, I., & Sánchez, A. (2014). Relationship between student profile, tool use, participation, and academic performance with the use of Augmented Reality technology for visualized architecture models. Computers in Human Behavior, 31, 434-445. Fowler, A., & Cusack, B. (2011). Kodu game lab: improving the motivation for learning programming concepts. Paper presented at the Proceedings of the 6th International Conference on Foundations of Digital Games. Fox, E. (2008). Emotion science cognitive and neuroscientific approaches to understanding human emotions: Palgrave Macmillan. Francis, D. (2012). It’s time to fix our broken education system. Financial Post, 27. Furió, D., GonzáLez-Gancedo, S., Juan, M.-C., Seguí, I., & Costa, M. (2013). The effects of the size and weight of a mobile device on an educational game. Computers & Education, 64, 24-41. Furió, D., GonzáLez-Gancedo, S., Juan, M.-C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20. Gielen, M., & De Wever, B. (2015). Scripting the role of assessor and assessee in peer assessment in a wiki environment: Impact on peer feedback quality and product improvement. Computers & Education, 88, 370-386. Gomez, K., Kyza, E. A., & Mancevice, N. (2018). Participatory design and the learning sciences. In International handbook of the learning sciences (pp. 401-409): Routledge. Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational researcher, 42(1), 38-43. Grover, S., Pea, R., & Cooper, S. (2015). Designing for deeper learning in a blended computer science course for middle school students. Computer science education, 25(2), 199-237. Hammond, J. A., Bithell, C. P., Jones, L., & Bidgood, P. (2010). A first year experience of student-directed peer-assisted learning. Active Learning in Higher Education, 11(3), 201-212. Hansen, D., Bonsignore, E., Ruppel, M., Visconti, A., & Kraus, K. (2013). Designing reusable alternate reality games. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. Hao, K.-C., & Lee, L.-C. (2021). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning. Interactive Learning Environments, 29(7), 1101-1114. Heo, H. J., & Chun, B. A. (2016). A study on the effects of mobile-based LMS on flipped learning: Focused on the affective pathway in pre-service teacher education. International Journal of Software Engineering and its Applications, 10(12), 473-484. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85009266883&doi=10.14257%2fijseia.2016.10.12.39&partnerID=40&md5=3a21f7700de80fce42e310b262943efd. doi:10.14257/ijseia.2016.10.12.39 Hikmawan, R., Suherman, A., Majid, N. A., & Ridwan, T. (2020). Ensuring CT with three-dimentional integrated assessment. Paper presented at the International Conference on Elementary Education. Hou, H. T. (2017). Designing Literacy Oriented Mini Educational Games with Cognitive Theory: The Promotion and Research of" Mini-fl ip Game-based Learning Model" on Teaching Spots. Journal of Education Research(282), 26-42. Hou, H. T., Fang, Y. S., & Tang, J. T. (2021). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environments, 1-21. Hou, H. T., & Li, M. C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38. Retrieved from https://www.sciencedirect.com/science/article/pii/S0747563213002914. doi:https://doi.org/10.1016/j.chb.2013.07.052 Hou, H. T., Wu, C. S., & Wu, C. H. (2022). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 1-19. Hou, H. T., & Keng, S. H. (2021). A dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns. Journal of Educational Computing Research, 59(3), 547-573. Howland, J., Jonassen, D., Marra, R., & Moore, J. (2003). Learning to solve problems with technology: A constructivist perspective. Merrill Prentice Hall: Upper Saddle River, New Jersey. Hsia, L. H., Hwang, G. J., & Lin, C. J. (2019). A WSQ-based flipped learning approach to improving students’ dance performance through reflection and effort promotion. Interactive Learning Environments, 1-16. Hsia, L. H., & Hwang, G. J. (2020). From reflective thinking to learning engagement awareness: A reflective thinking promoting approach to improve students’ dance performance, self‐efficacy and task load in flipped learning. British Journal of Educational Technology, 51(6), 2461-2477. doi:10.1111/bjet.12911 Hsia, L. H., Hwang, G. J., & Lin, C. J. (2019). A WSQ-based flipped learning approach to improving students’ dance performance through reflection and effort promotion. Interactive Learning Environments, 1-16. Hsu, K. C., Lin, K. H. C., Lin, I. L., & Lin, J. W. (2014). The design and evaluation of an affective tutoring system. 網際網路技術學刊, 15(4), 533-542. Hsu, S. H., Chuang, M. C., & Chang, C. C. (2000). A semantic differential study of designers’ and users’ product form perception. International journal of industrial ergonomics, 25(4), 375-391. Huang, T. C., Chen, C. C., & Chou, Y. W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82. Huang, T. C., Lin, W., & Yueh, H. P. (2019). How to cultivate an environmentally responsible maker? A CPS approach to a comprehensive maker education model. International Journal of Science and Mathematics Education, 17(1), 49-64. Huang, T. K. (2015). Exploring the antecedents of screenshot-based interactions in the context of advanced computer software learning. Computers & Education, 80, 95-107. Huang, Y. M. (2015). Exploring the factors that affect the intention to use collaborative technologies: The differing perspectives of sequential/global learners. Australasian Journal of Educational Technology, 31(3). Huizenga, J., Admiraal, W., Ten Dam, G., & Voogt, J. (2019). Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes. Computers in Human Behavior, 99, 137-143. Hung, C. Y., Kuo, F. O., Sun, J. C. Y., & Yu, P. T. (2013). An interactive game approach for improving students’ learning performance in multi-touch game-based learning. IEEE Transactions on Learning Technologies, 7(1), 31-37. Hung, C. Y., Sun, J. C. Y., & Yu, P. T. (2015). The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning. Interactive Learning Environments, 23(2), 172-190. Hwang, G. J., Chu, H. C., & Lai, C. L. (2017). Prepare your own device and determination (PYOD): a successfully promoted mobile learning mode in Taiwan. International Journal of Mobile Learning and Organisation, 11(2), 87-107. Hwang, G. J., Lee, H. Y., & Chen, C. H. (2019). Lessons learned from integrating concept mapping and gaming approaches into learning scenarios using mobile devices: analysis of an activity for a geology course. International Journal of Mobile Learning and Organisation, 13(3), 286-308. Hwang, G. J., & Shih, J. L. (2015). Experiences of using a blended mobile learning approach to connect classroom and in-field learning activities in a local culture course. In Seamless Learning in the Age of Mobile Connectivity (pp. 319-333): Springer. Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13. Ibáñez, M. B., Portillo, A. U., Cabada, R. Z., & Barrón, M. L. (2020). Impact of augmented reality technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers & Education, 145, 103734. Iglesias-Pradas, S., Hernández-García, Á., & Fernández-Cardador, P. (2014). How socially derived characteristics of technology shape the adoption of corporate Web 2.0 tools for collaboration. Service Business, 8(3), 465-478. Ingrassia, P. L., Mormando, G., Giudici, E., Strada, F., Carfagna, F., Lamberti, F., & Bottino, A. (2020). Augmented reality learning environment for basic life support and defibrillation training: usability study. Journal of medical Internet research, 22(5), e14910. Inoue, M., & Kobayashi, T. (1985). The research domain and scale construction of adjective-pairs in a semantic differential method in Japan. Japanese Journal of Educational Psychology. Jenson, J., & Droumeva, M. (2016). Exploring media literacy and computational thinking: A game maker curriculum study. Electronic Journal of e-Learning, 14(2), pp111‑121-pp111‑121. Jong, M. S., Shang, J., Lee, F.-L., & Lee, J. H. (2010). VISOLE: a constructivist pedagogical approach to game-based learning. In Collective intelligence and e-learning 2.0: Implications of web-based communities and networking (pp. 185-206): IGI Global. Kafai, Y. B. (2016). From computational thinking to computational participation in K--12 education. Communications of the ACM, 59(8), 26-27. Kazimoglu, C., Kiernan, M., Bacon, L., & Mackinnon, L. (2012). A serious game for developing computational thinking and learning introductory computer programming. Procedia-Social and Behavioral Sciences, 47, 1991-1999. Kercher, K. (1992). Assessing subjective well-being in the old-old: The PANAS as a measure of orthogonal dimensions of positive and negative affect. Research on Aging, 14(2), 131-168. Kiili, K. (2007). Foundation for problem‐based gaming. British Journal of Educational Technology, 38(3), 394-404. Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810. Kirch, C. (2012a). WSQing. Flipping with Kirch. Retrieved Kirch, C. (2012b). WSQing. Flipping with Kirch. In. Koivisto, J.-M., Niemi, H., Multisilta, J., & Eriksson, E. (2017). Nursing students’ experiential learning processes using an online 3D simulation game. Education and Information Technologies, 22(1), 383-398. Kort, B., Reilly, R., & Picard, R. W. (2001). An affective model of interplay between emotions and learning: Reengineering educational pedagogy-building a learning companion. Paper presented at the Proceedings IEEE international conference on advanced learning technologies. Lantavou, O., & Fesakis, G. (2018). The effect of an augmented reality board game on English vocabulary development. Paper presented at the ECGBL 2018 12th European Conference on Game-Based Learning. Lee, T. Y., Mauriello, M. L., Ahn, J., & Bederson, B. B. (2014). CTArcade: Computational thinking with games in school age children. International Journal of Child-Computer Interaction, 2(1), 26-33. Li, C. T., Wang, P. Y., Chen, K. T., Kuo, C. C., & Hou, H. T. (2017). An augmented reality educational board game with situated learning and scaffolding teaching strategy for environmental protection issue. Paper presented at the Posters Proceedings of 25th International Conference on Computers in Education. Lin, H. C., Hwang, G. J., & Hsu, Y. D. (2019). Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions. Computers & Education, 139, 207-221. doi:10.1016/j.compedu.2019.05.014 Lin, H. C. K., Chen, M. C., & Chang, C. K. (2015). Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system. Interactive Learning Environments, 23(6), 799-810. Lin, H. C. K., Hsu, W. C., Wang, T. H., Ma, Y. C., & Tsai, M. C. (2018). Development and research of an affective learning system combined with motion-sensing interaction, augmented reality, and mid-air projection. Journal of Internet Technology, 19(6), 1951-1960. Lin, Y. C., Hsieh, Y. H., Hou, H. T., & Wang, S. M. (2019). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education. Journal of Computers in Education, 6(3), 315-334. Retrieved from https://doi.org/10.1007/s40692-019-00130-y. doi:10.1007/s40692-019-00130-y Lin, Y. N., Hsia, L. H., & Hwang, G. J. (2022). Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model. Computers & Education, 177. doi:10.1016/j.compedu.2021.104380 Lin, Y. N., Hsia, L. H., Sung, M. Y., & Hwang, G. H. (2019). Effects of integrating mobile technology-assisted peer assessment into flipped learning on students’ dance skills and self-efficacy. Interactive Learning Environments, 27(8), 995-1010. Liu, C., Wan, P., Tu, Y. F., Chen, K., & Wang, Y. (2021). A WSQ-based mobile peer assessment approach to enhancing university students’ vocal music skills and learning perceptions. Australasian Journal of Educational Technology, 37(6), 1-17. Liu, D., Li, X., & Santhanam, R. (2013). Digital games and beyond: What happens when players compete? MIS Quarterly, 111-124. Liu, Y., & Chen, M. (2018). From the aspect of STEM to discuss the effect of ecological art education on knowledge integration and problem-solving capability. Ekoloji, 27(106), 1705-1711. Lu, J. J., & Fletcher, G. H. (2009). Thinking about computational thinking. Paper presented at the Proceedings of the 40th ACM technical symposium on Computer science education. Lu, S. J., Liu, Y. C., Chen, P. J., & Hsieh, M. R. (2020). Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451-463. Lye, S. Y., & Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming: What is next for K-12? Computers in Human Behavior, 41, 51-61. Lynch, K. (2013). Toward Canadian public education 2.0. The Globe and Mail. Macvean, A., Hajarnis, S., Headrick, B., Ferguson, A., Barve, C., Karnik, D., & Riedl, M. O. (2011). WeQuest: scalable alternate reality games through end-user content authoring. Paper presented at the Proceedings of the 8th international conference on advances in computer entertainment technology. Mao, X., & Li, Z. (2009). Implementing emotion-based user-aware e-learning. In CHI'09 Extended Abstracts on Human Factors in Computing Systems (pp. 3787-3792). Marcelino, M. J., Pessoa, T., Vieira, C., Salvador, T., & Mendes, A. J. (2018). Learning computational thinking and scratch at distance. Computers in Human Behavior, 80, 470-477. Maryam, B., Sören, H., & Gunilla, L. (2020). Putting scaffolding into action: Preschool teachers’ actions using interactive whiteboard. Early Childhood Education Journal, 48(1), 79-92. McCabe, D. P. (2010). The influence of complex working memory span task administration methods on prediction of higher level cognition and metacognitive control of response times. Memory & Cognition, 38(7), 868-882. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world: Penguin. McKeachie, W. (1984). Does anxiety disrupt information processing or does poor information processing lead to anxiety? International Review of Applied Psychology. Millet Landau, G., & Piers, M. W. (1980). Leikin lahja ja sen merkitys lapsen kehitykselle. Helsinki: Otava. Moreno, J. (2012). Digital competition game to improve programming skills. Journal of Educational Technology & Society, 15(3), 288-297. Mubin, O., Novoa, M., Forrester, J., & Iqbal, R. (2016). GiggleBat: Enhancing playing and outdoor culture in Australian children. Paper presented at the Proceedings of the 30th International BCS Human Computer Interaction Conference 30. Mulnix, J. W. (2012). Thinking critically about critical thinking. Educational Philosophy and theory, 44(5), 464-479. Nelson, L. M. (1999). Collaborative problem solving. Instructional design theories and models: A new paradigm of instructional theory, 2(1999), 241-267. Niu, R., Jiang, L., & Deng, Y. (2018). Effect of proficiency pairing on L2 learners’ language learning and scaffolding in collaborative writing. The Asia-Pacific Education Researcher, 27(3), 187-195. Osgood, C. E. (1952). The nature and measurement of meaning. Psychological bulletin, 49(3), 197. Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of meaning: University of Illinois press. Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of meaning. University of Illinois. Urbana. Palts, T., & Pedaste, M. (2020). A model for developing computational thinking skills. Informatics in Education, 19(1), 113-128. Papadakis, S., Kalogiannakis, M., & Zaranis, N. (2016). Developing fundamental programming concepts and computational thinking with ScratchJr in preschool education: a case study. International Journal of Mobile Learning and Organisation, 10(3), 187-202. Papert, S. (2020). Mindstorms: Children, computers, and powerful ideas: Basic books. Papert, S. (1993). The children's machine: Rethinking school in the age of the computer: Basic Books, Inc. Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36(2), 1-11. Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas: Basic books. Pekrun, R., Goetz, T., Daniels, L. M., Stupnisky, R. H., & Perry, R. P. (2010). Boredom in achievement settings: Exploring control–value antecedents and performance outcomes of a neglected emotion. Journal of educational psychology, 102(3), 531. Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions in students' self-regulated learning and achievement: A program of qualitative and quantitative research. Educational psychologist, 37(2), 91-105. Pellas, N., & Peroutseas, E. (2017). Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: Findings from a case study. New Review of Hypermedia and Multimedia, 23(1), 51-79. Perez-Sanagustin, M., Hernández-Leo, D., Santos, P., Kloos, C. D., & Blat, J. (2014). Augmenting reality and formality of informal and non-formal settings to enhance blended learning. IEEE Transactions on Learning Technologies, 7(2), 118-131. Perini, S., Oliveira, M., Margoudi, M., & Taisch, M. (2018). The use of digital game based learning in manufacturing education–a case study. Paper presented at the International Conference on Learning and Collaboration Technologies. Piñeiro Otero, T., & Costa-Sánchez, C. (2015). ARG (juegos de realidad alternativa): contribuciones, limitaciones y potencialidades para la docencia universitaria= ARG (Alternate Reality Games): Contributions, Limitations, and Potentialities to the Service of the Teaching at the University Lev. ARG (juegos de realidad alternativa): contribuciones, limitaciones y potencialidades para la docencia universitaria= ARG (Alternate Reality Games): Contributions, Limitations, and Potentialities to the Service of the Teaching at the University Lev., 141-148. Pilke, E. M. (2004). Flow experiences in information technology use. International journal of human-computer studies, 61(3), 347-357. Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31. Prins, F. J., Veenman, M. V., & Elshout, J. J. (2006). The impact of intellectual ability and metacognition on learning: New support for the threshold of problematicity theory. Learning and instruction, 16(4), 374-387. Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low‐income children’s numerical knowledge through playing number board games. Child development, 79(2), 375-394. Regal, G., Sellitsch, D., Kriglstein, S., Kollienz, S., & Tscheligi, M. (2020). Be active! participatory design of accessible movement-based games. Paper presented at the Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. Repenning, A. (2000). AgentSheets®: An interactive simulation environment with end-user programmable agents. Interaction. Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., . . . Silverman, B. (2009). Scratch: programming for all. Communications of the ACM, 52(11), 60-67. Rinnert, G. C., Martens, M., Campana, K., & Kociubuk, J. (2019). Playing with handwriting: creating a game-based app for learning cursive. Paper presented at the European Conference on Games Based Learning. Rogers, J. W., & Cox, J. R. (2008). Integrating a single tablet PC in chemistry, engineering, and physics courses. Journal of College Science Teaching, 37(3), 34. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360. Sagara, M., Yamamoto, K., Nishimura, H., & Akuto, H. (1961). A study on the semantic structure of Japanese language by the semantic differential method. Japanese Psychological Research, 3(3), 146-156. Saroha, V., Mor, S., & Dagar, A. (2012). Enhancing security of caesar cipher by double columnar transposition method. International Journal of advanced research in Computer science and software engineering, 2(10), 86-88. Schraw, G., Crippen, K. J., & Hartley, K. (2006). Promoting self-regulation in science education: Metacognition as part of a broader perspective on learning. Research in Science Education, 36(1), 111-139. Sencibaugh, J. M. (2005). Meta-Analysis of Reading Comprehension Interventions for Students with Learning Disabilities: Strategies and Implications. Online Submission. Settle, A., & Perkovic, L. (2010). Computational thinking across the curriculum: A conceptual framework. Shapiro, P., Weisberg, R., & Alloy, L. (2000). Creativity and bipolarity: Affective patterns predict trait creativity. Paper presented at the Poster session presented at the annual convention of the American Psychological Society, Miami Beach, FL. Shapiro, P. J., & Weisberg, R. W. (1999). Creativity and bipolar diathesis: Common behavioural and cognitive components. Cognition & Emotion, 13(6), 741-762. Sharma, G., & Kakkar, A. (2012). Cryptography Algorithms and approaches used for data security. International Journal of Scientific & Engineering Research, 3(6), 1. Shelton, B. E., & Wiley, D. A. (2007). The design and use of simulation computer games in education: BRILL. Shin, D.-H. (2013). Defining sociability and social presence in Social TV. Computers in Human Behavior, 29(3), 939-947. Shin, S., Brush, T. A., & Glazewski, K. D. (2020). Examining the hard, peer, and teacher scaffolding framework in inquiry-based technology-enhanced learning environments: impact on academic achievement and group performance. Educational Technology Research and Development, 68(5), 2423-2447. Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142-158. Silver, E. A., & Cai, J. (2005). Assessing students' mathematical problem posing. Teaching Children Mathematics, 12(3), 129-135. Soliman, N. A. (2016). Teaching English for academic purposes via the flipped learning approach. Procedia-Social and Behavioral Sciences, 232, 122-129. Soper, D.S. (2021). Post-hoc Statistical Power Calculator for a Student t-Test [Software]. Retrieved December 29, 2021, from https://www.danielsoper.com/statcalc Squire, K. (2011). Video games and learning. Teaching and participatory culture in the digital age. Srikantaswamy, S., & Phaneendra, D. H. (2012). Improved Caesar cipher with random number generation technique and multistage encryption. International Journal on Cryptography and Information Security (IJCIS), 2(4), 39-49. Srisawasdi, N., Feungchan, W., Meuansechai, K., Kongpet, K., & Panjaburee, P. (2016). The study on integrating visualised simulation into context-aware ubiquitous learning activities for elementary science education. International Journal of Mobile Learning and Organisation, 10(4), 263-291. St Clair-Thompson, H., Overton, T., & Bugler, M. (2012). Mental capacity and working memory in chemistry: algorithmic versus open-ended problem solving. Chemistry Education Research and Practice, 13(4), 484-489. Stamovlasis, D., & Tsaparlis, G. (2012). Applying catastrophe theory to an information‐processing model of problem solving in science education. Science Education, 96(3), 392-410. Steinkuehler, C. A. (2008). Cognition and literacy in massively multiplayer online games. Handbook of research on new literacies, 611-634. Stevens, E. A., Park, S., & Vaughn, S. (2019). A review of summarizing and main idea interventions for struggling readers in grades 3 through 12: 1978–2016. Remedial and Special Education, 40(3), 131-149. Tarng, W., & Ou, K.-L. (2012). A study of campus butterfly ecology learning system based on augmented reality and mobile learning. Paper presented at the 2012 IEEE seventh international conference on wireless, mobile and ubiquitous technology in education. Tedre, M., & Denning, P. J. (2016). The long quest for computational thinking. Paper presented at the Proceedings of the 16th Koli Calling international conference on computing education research. Thees, M., Kapp, S., Strzys, M. P., Beil, F., Lukowicz, P., & Kuhn, J. (2020). Effects of augmented reality on learning and cognitive load in university physics laboratory courses. Computers in Human Behavior, 108, 106316. Therrien, W. J. (2004). Fluency and comprehension gains as a result of repeated reading: A meta-analysis. Remedial and Special Education, 25(4), 252-261. Thompson, E. R. (2007). Development and validation of an internationally reliable short-form of the positive and negative affect schedule (PANAS). Journal of cross-cultural psychology, 38(2), 227-242. Thongkoo, K., Panjaburee, P., & Daungcharone, K. (2019). A development of ubiquitous learning support system based on an enhanced inquiry-based learning approach. International Journal of Mobile Learning and Organisation, 13(2), 129-151. Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2016). Co design of augmented reality game-based learning games with teachers using co-CreaARGBL method. Paper presented at the 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT). Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game‐based learning on students' mathematics achievement: A meta‐analysis. Journal of Computer Assisted Learning, 35(3), 407-420. Touretzky, D. S., Marghitu, D., Ludi, S., Bernstein, D., & Ni, L. (2013). Accelerating K-12 computational thinking using scaffolding, staging, and abstraction. Paper presented at the Proceeding of the 44th ACM technical symposium on Computer science education. Tsaparlis, G. (2005). Non‐algorithmic quantitative problem solving in university physical chemistry: A correlation study of the role of selective cognitive factors. Research in Science & Technological Education, 23(2), 125-148. Tsaparlis, G., & Angelopoulos, V. (2000). A model of problem solving: Its operation, validity, and usefulness in the case of organic‐synthesis problems. Science Education, 84(2), 131-153. Tu, Y. F., & Hwang, G. J. (2018). The roles of sensing technologies and learning strategies in library-associated mobile learning: a review of 2007-2016 journal publications. International Journal of Mobile Learning and Organisation, 12(1), 42-54. Tyng, C. M., Amin, H. U., Saad, M. N., & Malik, A. S. (2017). The influences of emotion on learning and memory. Frontiers in psychology, 8, 1454. Um, E., Plass, J. L., Hayward, E. O., & Homer, B. D. (2012). Emotional design in multimedia learning. Journal of educational psychology, 104(2), 485. van de Sande, E., Segers, E., & Verhoeven, L. (2015). The role of executive control in young children's serious gaming behavior. Computers & Education, 82, 432-441. Veenman, M., Prins, F., & Elshout, J. (2002). Initial inductive learning in a complex computer simulated environment: the role of metacognitive skills and intellectual ability. Computers in Human Behavior, 18(3), 327-341. Veenman, M. V., & Spaans, M. A. (2005). Relation between intellectual and metacognitive skills: Age and task differences. Learning and individual differences, 15(2), 159-176. Vitasari, P., Wahab, M. N. A., Othman, A., Herawan, T., & Sinnadurai, S. K. (2010). The relationship between study anxiety and academic performance among engineering students. Procedia-Social and Behavioral Sciences, 8, 490-497. Voogt, J., Fisser, P., Good, J., Mishra, P., & Yadav, A. (2015). Computational thinking in compulsory education: Towards an agenda for research and practice. Education and Information Technologies, 20(4), 715-728. Vygotsky, L. S. (1967). Play and its role in the mental development of the child. Soviet psychology, 5(3), 6-18. Wang, D., Wang, T., & Liu, Z. (2014). A tangible programming tool for children to cultivate computational thinking. The Scientific World Journal, 2014. Wang, J. Y., Wu, H. K., Chien, S. P., Hwang, F. K., & Hsu, Y. S. (2015). Designing applications for physics learning: Facilitating high school students' conceptual understanding by using tablet pcs. Journal of Educational Computing Research, 51(4), 441-458. Wang, S. M., Chen, K. T., Hou, H., & Li, C. (2017). A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies. Paper presented at the Workshop Proceedings of the 25th International Conference on Computers in Education, New Zealand. Wang, X. M., & Hwang, G. J. (2017). A problem posing-based practicing strategy for facilitating students’ computer programming skills in the team-based learning mode. Educational Technology Research and Development, 65(6), 1655-1671. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85032892152&doi=10.1007%2fs11423-017-9551-0&partnerID=40&md5=f34f569a322dc3b74a94d4f92357fda1. doi:10.1007/s11423-017-9551-0 Weintrop, D., Holbert, N., Horn, M. S., & Wilensky, U. (2016). Computational thinking in constructionist video games. International Journal of Game-Based Learning (IJGBL), 6(1), 1-17. Whitebread, D. (1999). Interactions between children’s metacognitive abilities, working memory capacity, strategies and performance during problem-solving. European journal of psychology of education, 14(4), 489-507. Wilson, B. G., Jonassen, D. H., & Cole, P. (1993). Cognitive approaches to instructional design. The ASTD handbook of instructional technology, 4, 21-21. Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. Wing, J. M. (2008). Computational thinking and thinking about computing. Philos Trans A Math Phys Eng Sci, 366(1881), 3717-3725. Retrieved from https://www.ncbi.nlm.nih.gov/pubmed/18672462. doi:10.1098/rsta.2008.0118 Wing, J. M. (2011). Research notebook: Computational thinking—What and why. The link magazine, 6, 20-23. Wing, J. M. (2017). Computational thinking: What and why. Paper presented at the Presentation slides from Trippel Helix Conference on Computational Thinking and Digital Competencies in Primary and Secondary Education Stockholm, Sweden. https://pdfs. semanticscholar. org/presentation/d20a/a49744877f2bb98d6ad303742be7bd025fcd. pdf. Winn, W. (2004). Cognitive perspective in psychology. In D. H. Jonassen (Ed.), Handbook of research on educational communication and technology (pp. 79–112). Mahwah, NJ: Lawrence Erlbaum. Winn, W. (2013). Cognitive perspectives in psychology. In Handbook of research on educational communications and technology (pp. 90-123): Routledge. Wise, J. C., Toto, R., & Lim, K. Y. (2006). Introducing tablet PCs: Initial results from the classroom. Paper presented at the Proceedings. Frontiers in education. 36th Annual conference. Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Child Psychology & Psychiatry & Allied Disciplines. Wu, B., Hu, Y., Ruis, A. R., & Wang, M. (2019). Analysing computational thinking in collaborative programming: A quantitative ethnography approach. Journal of Computer Assisted Learning, 35(3), 421-434. Wu, P. H., Hwang, G. J., Su, L. H., & Huang, Y. M. (2012). A context-aware mobile learning system for supporting cognitive apprenticeships in nursing skills training. Journal of Educational Technology & Society, 15(1), 223-236. Wu, S. Y. (2019). The Design and Development of Coding Poker Cards. CoolThink@ JC, 46. Wu, W. H., Hsiao, H. C., Wu, P. L., Lin, C. H., & Huang, S. H. (2012). Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis. Journal of Computer Assisted Learning, 28(3), 265-279. Adetunji, A. A., Bamidele, E. F., & Awodele, B. A. (2013). Effects of historical simulations as narrative and graphic advance organizers on Nigerian junior secondary school students’ learning outcomes in basic science. Mediterranean Journal of Social Sciences, 4(2), 743-743. Aho, A. V. (2012). Computation and computational thinking. The computer journal, 55(7), 832-835. Ajzen, I. (1985). From intentions to actions: A theory of planned behavior. In Action control (pp. 11-39): Springer. Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision processes, 50(2), 179-211. Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. Akben, N. (2020). Effects of the problem-posing approach on students’ problem solving skills and metacognitive awareness in science education. Research in Science Education, 50(3), 1143-1165. Alamanda, D. T., Anggadwita, G., Ramdhani, A., Putri, M. K., & Susilawati, W. (2019). Kahoot!: A Game-Based Learning Tool as an Effective Medium to Improve Students' Achievement in Rural Areas. In Opening up education for inclusivity across digital economies and societies (pp. 191-208): IGI Global. Alanazi, H., Zaidan, B. B., Zaidan, A. A., Jalab, H. A., Shabbir, M., & Al-Nabhani, Y. (2010). New comparative study between DES, 3DES and AES within nine factors. arXiv preprint arXiv:1003.4085. Alhumaidan, H., Lo, K. P. Y., & Selby, A. (2018). Co-designing with children a collaborative augmented reality book based on a primary school textbook. International Journal of Child-Computer Interaction, 15, 24-36. Allsop, Y. (2019). Assessing computational thinking process using a multiple evaluation approach. International Journal of Child-Computer Interaction, 19, 30-55. Altintas, T., Gunes, A., & Sayan, H. (2016). A peer-assisted learning experience in computer programming language learning and developing computer programming skills. Innovations in Education and Teaching International, 53(3), 329-337. Ancliff, M., & Kang, A. (2017). Flipping an EMI Physics Class: Implications of Student Motivation and Learning Strategies for the Design of Course Contents. International Journal of Contents, 13(4), 1-11. Anderson, S. P. (2011). Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences, Portable Document: Pearson Education. Andrian, R., & Hikmawan, R. (2021). The Importance of Computational Thinking to Train Structured Thinking in Problem Solving. Jurnal Online Informatika, 6(1). doi:10.15575/join.v6i1.677 Angeli, C., & Giannakos, M. (2020). Computational thinking education: Issues and challenges. In (Vol. 105, pp. 106185): Elsevier. Ardito, C., Lanzilotti, R., Costabile, M. F., & Desolda, G. (2013). Integrating traditional learning and games on large displays: an experimental study. Journal of Educational Technology & Society, 16(1), 44-56. Atmatzidou, S., & Demetriadis, S. (2016). Advancing students’ computational thinking skills through educational robotics: A study on age and gender relevant differences. Robotics and Autonomous Systems, 75, 661-670. Azjen, I. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs. Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3. Barnett, R. (1990). The idea of higher education: McGraw-Hill Education (UK). Barr, D., Harrison, J., & Conery, L. (2011). Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, 38(6), 20-23. Bekkestua, N. (2003). Mobile Education-A Glance at the Future. Bell, T., Alexander, J., Freeman, I., & Grimley, M. (2009). Computer science unplugged: School students doing real computing without computers. The New Zealand Journal of Applied Computing and Information Technology, 13(1), 20-29. Berkeley, S., Scruggs, T. E., & Mastropieri, M. A. (2010). Reading comprehension instruction for students with learning disabilities, 1995—2006: A meta-analysis. Remedial and Special Education, 31(6), 423-436. Bogomolova, K., van der Ham, I. J., Dankbaar, M. E., van den Broek, W. W., Hovius, S. E., van der Hage, J. A., & Hierck, B. P. (2020). The effect of stereoscopic augmented reality visualization on learning anatomy and the modifying effect of visual‐spatial abilities: A double‐center randomized controlled trial. Anatomical sciences education, 13(5), 558-567. Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), 771-780. Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. Paper presented at the Proceedings of the 2012 annual meeting of the American educational research association, Vancouver, Canada. Brown, A. (1987). Metacognition, executive control, self-regulation, and other more mysterious mechanisms. Metacognition, motivation, and understanding. Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational researcher, 18(1), 32-42. Brown, S. I., & Walter, M. I. (2014). Problem posing: Reflections and applications.: Psychology Press. Cankoy, O., & Özder, H. (2017). Generalizability theory research on developing a scoring rubric to assess primary school students' problem posing skills. Eurasia Journal of Mathematics, Science and Technology Education, 13(6), 2423-2439. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85046657349&doi=10.12973%2fEURASIA.2017.01233A&partnerID=40&md5=26e97d30b5d8fb32fdf888c83a197907. doi:10.12973/EURASIA.2017.01233A Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to Computing Science. Computers & Education, 55(3), 1098-1111. Carretti, B., Borella, E., Cornoldi, C., & De Beni, R. (2009). Role of working memory in explaining the performance of individuals with specific reading comprehension difficulties: A meta-analysis. Learning and individual differences, 19(2), 246-251. Catal, C., Akbulut, A., Tunali, B., Ulug, E., & Ozturk, E. (2020). Evaluation of augmented reality technology for the design of an evacuation training game. Virtual Reality, 24(3), 359-368. Cesário, V., Coelho, A., & Nisi, V. (2018). Co-designing gaming experiences for museums with teenagers. In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 38-47): Springer. Cetin, I. (2016). Preservice teachers’ introduction to computing: exploring utilization of scratch. Journal of Educational Computing Research, 54(7), 997-1021. Chang, C. Y., & Hwang, G. J. (2018). Trends of mobile technology-enhanced medical education: a review of journal publications from 1998 to 2016. International Journal of Mobile Learning and Organisation, 12(4), 373-393. Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90. Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185-197. Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786. Chang, S. C., & Hwang, G. J. (2017). Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach. Interactive Learning Environments, 25(5), 667-681. Chang, Y. S., Hu, K. J., Chiang, C. W., & Lugmayr, A. (2019). Applying Mobile Augmented Reality (AR) to teach Interior Design students in layout plans: Evaluation of learning effectiveness based on the ARCS Model of learning motivation theory. Sensors, 20(1), 105. Chen, C. C., & Lin, P. H. (2016). Development and evaluation of a context-aware ubiquitous learning environment for astronomy education. Interactive Learning Environments, 24(3), 644-661. Chen, C. H., Huang, C. Y., & Chou, Y. Y. (2019). Effects of augmented reality-based multidimensional concept maps on students’ learning achievement, motivation and acceptance. Universal Access in the Information Society, 18(2), 257-268. Chen, G., Shen, J., Barth-Cohen, L., Jiang, S., Huang, X., & Eltoukhy, M. (2017). Assessing elementary students’ computational thinking in everyday reasoning and robotics programming. Computers & Education, 109, 162-175. Cheng, K. H. (2017). Reading an augmented reality book: An exploration of learners’ cognitive load, motivation, and attitudes. Australasian Journal of Educational Technology, 33(4). Chiasson, M. (2017). Characteristics of learning spaces favouring the development of computational thinking skills. Université de Moncton. Chung, J. (2012). Meaning and myths of flipped classroom. https://chinese.classroom-aid.com/2012/10/flipped-classroom-2.html/ Cohen, J. (2013). Statistical power analysis for the behavioral sciences: Routledge. Collins, A., Brown, J. S., & Newman, S. E. (1988). Cognitive apprenticeship: Teaching the craft of reading, writing and mathematics. Thinking: The Journal of Philosophy for Children, 8(1), 2-10. Conde, M. Á., Fernández-Llamas, C., Rodríguez-Sedano, F. J., Guerrero-Higueras, Á. M., Matellán-Olivera, V., & García-Peñalvo, F. J. (2017). Promoting Computational Thinking in K-12 students by applying unplugged methods and robotics. Paper presented at the Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990): Harper & Row New York. Csizmadia, A., Standl, B., & Waite, J. (2019). Integrating the Constructionist Learning Theory with Computational Thinking Classroom Activities. Informatics in Education, 18(1), 41-67. doi:10.15388/infedu.2019.03 Davies, S. (2008). The effects of emphasizing computational thinking in an introductory programming course. Paper presented at the 2008 38th Annual Frontiers in Education Conference. Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), 319-340. Retrieved from http://www.jstor.org/stable/249008. doi:10.2307/249008 Denner, J., & Werner, L. (2007). Computer programming in middle school: How pairs respond to challenges. Journal of Educational Computing Research, 37(2), 131-150. Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596. doi:10.1016/j.compedu.2012.03.002 DiSessa, A. A.,(2000) Changing Minds, Computers, Learning, and Literacy. In: MIT Press, USA, England. Doore, K. (2013). Alternate realities for computational thinking. Paper presented at the Proceedings of the ninth annual international ACM conference on International computing education research, San Diego, San California, USA. https://doi.org/10.1145/2493394.2493418 Duffield, J. A. (1991). Designing computer software for problem-solving instruction. Educational Technology Research and Development, 39(1), 50-62. Ennis, R. H. (2018). Critical thinking across the curriculum: A vision. Topoi, 37(1), 165-184. Esteve-Mon, F., Llopis, M., & Adell-Segura, J. (2020). Digital competence and computational thinking of student teachers. International Journal of Emerging Technologies in Learning (iJET), 15(2), 29-41. Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education. Computers & education, 142, 103635. Fischer, G. (2017). Exploring design trade-offs for quality of life in human-centered design. Interactions, 25(1), 26-33. Fishbein, M., & Ajzen, I. (1977). Belief, attitude, intention, and behavior: An introduction to theory and research. Philosophy and Rhetoric, 10(2). Fishwick, P. A. (2006). Aesthetic computing: Mit Press. Fonseca, D., Martí, N., Redondo, E., Navarro, I., & Sánchez, A. (2014). Relationship between student profile, tool use, participation, and academic performance with the use of Augmented Reality technology for visualized architecture models. Computers in Human Behavior, 31, 434-445. Fowler, A., & Cusack, B. (2011). Kodu game lab: improving the motivation for learning programming concepts. Paper presented at the Proceedings of the 6th International Conference on Foundations of Digital Games. Fox, E. (2008). Emotion science cognitive and neuroscientific approaches to understanding human emotions: Palgrave Macmillan. Francis, D. (2012). It’s time to fix our broken education system. Financial Post, 27. Furió, D., GonzáLez-Gancedo, S., Juan, M.-C., Seguí, I., & Costa, M. (2013). The effects of the size and weight of a mobile device on an educational game. Computers & Education, 64, 24-41. Furió, D., GonzáLez-Gancedo, S., Juan, M.-C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1), 20-20. Gielen, M., & De Wever, B. (2015). Scripting the role of assessor and assessee in peer assessment in a wiki environment: Impact on peer feedback quality and product improvement. Computers & Education, 88, 370-386. Gomez, K., Kyza, E. A., & Mancevice, N. (2018). Participatory design and the learning sciences. In International handbook of the learning sciences (pp. 401-409): Routledge. Grover, S., & Pea, R. (2013). Computational thinking in K–12: A review of the state of the field. Educational researcher, 42(1), 38-43. Grover, S., Pea, R., & Cooper, S. (2015). Designing for deeper learning in a blended computer science course for middle school students. Computer science education, 25(2), 199-237. Hammond, J. A., Bithell, C. P., Jones, L., & Bidgood, P. (2010). A first year experience of student-directed peer-assisted learning. Active Learning in Higher Education, 11(3), 201-212. Hansen, D., Bonsignore, E., Ruppel, M., Visconti, A., & Kraus, K. (2013). Designing reusable alternate reality games. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. Hao, K.-C., & Lee, L.-C. (2021). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning. Interactive Learning Environments, 29(7), 1101-1114. Heo, H. J., & Chun, B. A. (2016). A study on the effects of mobile-based LMS on flipped learning: Focused on the affective pathway in pre-service teacher education. International Journal of Software Engineering and its Applications, 10(12), 473-484. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85009266883&doi=10.14257%2fijseia.2016.10.12.39&partnerID=40&md5=3a21f7700de80fce42e310b262943efd. doi:10.14257/ijseia.2016.10.12.39 Hikmawan, R., Suherman, A., Majid, N. A., & Ridwan, T. (2020). Ensuring CT with three-dimentional integrated assessment. Paper presented at the International Conference on Elementary Education. Hou, H. T. (2017). Designing Literacy Oriented Mini Educational Games with Cognitive Theory: The Promotion and Research of" Mini-fl ip Game-based Learning Model" on Teaching Spots. Journal of Education Research(282), 26-42. Hou, H. T., Fang, Y. S., & Tang, J. T. (2021). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environments, 1-21. Hou, H. T., & Li, M. C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38. Retrieved from https://www.sciencedirect.com/science/article/pii/S0747563213002914. doi:https://doi.org/10.1016/j.chb.2013.07.052 Hou, H. T., Wu, C. S., & Wu, C. H. (2022). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 1-19. Hou, H. T., & Keng, S. H. (2021). A dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns. Journal of Educational Computing Research, 59(3), 547-573. Howland, J., Jonassen, D., Marra, R., & Moore, J. (2003). Learning to solve problems with technology: A constructivist perspective. Merrill Prentice Hall: Upper Saddle River, New Jersey. Hsia, L. H., Hwang, G. J., & Lin, C. J. (2019). A WSQ-based flipped learning approach to improving students’ dance performance through reflection and effort promotion. Interactive Learning Environments, 1-16. Hsia, L. H., & Hwang, G. J. (2020). From reflective thinking to learning engagement awareness: A reflective thinking promoting approach to improve students’ dance performance, self‐efficacy and task load in flipped learning. British Journal of Educational Technology, 51(6), 2461-2477. doi:10.1111/bjet.12911 Hsia, L. H., Hwang, G. J., & Lin, C. J. (2019). A WSQ-based flipped learning approach to improving students’ dance performance through reflection and effort promotion. Interactive Learning Environments, 1-16. Hsu, K. C., Lin, K. H. C., Lin, I. L., & Lin, J. W. (2014). The design and evaluation of an affective tutoring system. 網際網路技術學刊, 15(4), 533-542. Hsu, S. H., Chuang, M. C., & Chang, C. C. (2000). A semantic differential study of designers’ and users’ product form perception. International journal of industrial ergonomics, 25(4), 375-391. Huang, T. C., Chen, C. C., & Chou, Y. W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82. Huang, T. C., Lin, W., & Yueh, H. P. (2019). How to cultivate an environmentally responsible maker? A CPS approach to a comprehensive maker education model. International Journal of Science and Mathematics Education, 17(1), 49-64. Huang, T. K. (2015). Exploring the antecedents of screenshot-based interactions in the context of advanced computer software learning. Computers & Education, 80, 95-107. Huang, Y. M. (2015). Exploring the factors that affect the intention to use collaborative technologies: The differing perspectives of sequential/global learners. Australasian Journal of Educational Technology, 31(3). Huizenga, J., Admiraal, W., Ten Dam, G., & Voogt, J. (2019). Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes. Computers in Human Behavior, 99, 137-143. Hung, C. Y., Kuo, F. O., Sun, J. C. Y., & Yu, P. T. (2013). An interactive game approach for improving students’ learning performance in multi-touch game-based learning. IEEE Transactions on Learning Technologies, 7(1), 31-37. Hung, C. Y., Sun, J. C. Y., & Yu, P. T. (2015). The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning. Interactive Learning Environments, 23(2), 172-190. Hwang, G. J., Chu, H. C., & Lai, C. L. (2017). Prepare your own device and determination (PYOD): a successfully promoted mobile learning mode in Taiwan. International Journal of Mobile Learning and Organisation, 11(2), 87-107. Hwang, G. J., Lee, H. Y., & Chen, C. H. (2019). Lessons learned from integrating concept mapping and gaming approaches into learning scenarios using mobile devices: analysis of an activity for a geology course. International Journal of Mobile Learning and Organisation, 13(3), 286-308. Hwang, G. J., & Shih, J. L. (2015). Experiences of using a blended mobile learning approach to connect classroom and in-field learning activities in a local culture course. In Seamless Learning in the Age of Mobile Connectivity (pp. 319-333): Springer. Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13. Ibáñez, M. B., Portillo, A. U., Cabada, R. Z., & Barrón, M. L. (2020). Impact of augmented reality technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers & Education, 145, 103734. Iglesias-Pradas, S., Hernández-García, Á., & Fernández-Cardador, P. (2014). How socially derived characteristics of technology shape the adoption of corporate Web 2.0 tools for collaboration. Service Business, 8(3), 465-478. Ingrassia, P. L., Mormando, G., Giudici, E., Strada, F., Carfagna, F., Lamberti, F., & Bottino, A. (2020). Augmented reality learning environment for basic life support and defibrillation training: usability study. Journal of medical Internet research, 22(5), e14910. Inoue, M., & Kobayashi, T. (1985). The research domain and scale construction of adjective-pairs in a semantic differential method in Japan. Japanese Journal of Educational Psychology. Jenson, J., & Droumeva, M. (2016). Exploring media literacy and computational thinking: A game maker curriculum study. Electronic Journal of e-Learning, 14(2), pp111‑121-pp111‑121. Jong, M. S., Shang, J., Lee, F.-L., & Lee, J. H. (2010). VISOLE: a constructivist pedagogical approach to game-based learning. In Collective intelligence and e-learning 2.0: Implications of web-based communities and networking (pp. 185-206): IGI Global. Kafai, Y. B. (2016). From computational thinking to computational participation in K--12 education. Communications of the ACM, 59(8), 26-27. Kazimoglu, C., Kiernan, M., Bacon, L., & Mackinnon, L. (2012). A serious game for developing computational thinking and learning introductory computer programming. Procedia-Social and Behavioral Sciences, 47, 1991-1999. Kercher, K. (1992). Assessing subjective well-being in the old-old: The PANAS as a measure of orthogonal dimensions of positive and negative affect. Research on Aging, 14(2), 131-168. Kiili, K. (2007). Foundation for problem‐based gaming. British Journal of Educational Technology, 38(3), 394-404. Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers & Education, 52(4), 800-810. Kirch, C. (2012a). WSQing. Flipping with Kirch. Retrieved Kirch, C. (2012b). WSQing. Flipping with Kirch. In. Koivisto, J.-M., Niemi, H., Multisilta, J., & Eriksson, E. (2017). Nursing students’ experiential learning processes using an online 3D simulation game. Education and Information Technologies, 22(1), 383-398. Kort, B., Reilly, R., & Picard, R. W. (2001). An affective model of interplay between emotions and learning: Reengineering educational pedagogy-building a learning companion. Paper presented at the Proceedings IEEE international conference on advanced learning technologies. Lantavou, O., & Fesakis, G. (2018). The effect of an augmented reality board game on English vocabulary development. Paper presented at the ECGBL 2018 12th European Conference on Game-Based Learning. Lee, T. Y., Mauriello, M. L., Ahn, J., & Bederson, B. B. (2014). CTArcade: Computational thinking with games in school age children. International Journal of Child-Computer Interaction, 2(1), 26-33. Li, C. T., Wang, P. Y., Chen, K. T., Kuo, C. C., & Hou, H. T. (2017). An augmented reality educational board game with situated learning and scaffolding teaching strategy for environmental protection issue. Paper presented at the Posters Proceedings of 25th International Conference on Computers in Education. Lin, H. C., Hwang, G. J., & Hsu, Y. D. (2019). Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions. Computers & Education, 139, 207-221. doi:10.1016/j.compedu.2019.05.014 Lin, H. C. K., Chen, M. C., & Chang, C. K. (2015). Assessing the effectiveness of learning solid geometry by using an augmented reality-assisted learning system. Interactive Learning Environments, 23(6), 799-810. Lin, H. C. K., Hsu, W. C., Wang, T. H., Ma, Y. C., & Tsai, M. C. (2018). Development and research of an affective learning system combined with motion-sensing interaction, augmented reality, and mid-air projection. Journal of Internet Technology, 19(6), 1951-1960. Lin, Y. C., Hsieh, Y. H., Hou, H. T., & Wang, S. M. (2019). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education. Journal of Computers in Education, 6(3), 315-334. Retrieved from https://doi.org/10.1007/s40692-019-00130-y. doi:10.1007/s40692-019-00130-y Lin, Y. N., Hsia, L. H., & Hwang, G. J. (2022). Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model. Computers & Education, 177. doi:10.1016/j.compedu.2021.104380 Lin, Y. N., Hsia, L. H., Sung, M. Y., & Hwang, G. H. (2019). Effects of integrating mobile technology-assisted peer assessment into flipped learning on students’ dance skills and self-efficacy. Interactive Learning Environments, 27(8), 995-1010. Liu, C., Wan, P., Tu, Y. F., Chen, K., & Wang, Y. (2021). A WSQ-based mobile peer assessment approach to enhancing university students’ vocal music skills and learning perceptions. Australasian Journal of Educational Technology, 37(6), 1-17. Liu, D., Li, X., & Santhanam, R. (2013). Digital games and beyond: What happens when players compete? MIS Quarterly, 111-124. Liu, Y., & Chen, M. (2018). From the aspect of STEM to discuss the effect of ecological art education on knowledge integration and problem-solving capability. Ekoloji, 27(106), 1705-1711. Lu, J. J., & Fletcher, G. H. (2009). Thinking about computational thinking. Paper presented at the Proceedings of the 40th ACM technical symposium on Computer science education. Lu, S. J., Liu, Y. C., Chen, P. J., & Hsieh, M. R. (2020). Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science. Interactive Learning Environments, 28(4), 451-463. Lye, S. Y., & Koh, J. H. L. (2014). Review on teaching and learning of computational thinking through programming: What is next for K-12? Computers in Human Behavior, 41, 51-61. Lynch, K. (2013). Toward Canadian public education 2.0. The Globe and Mail. Macvean, A., Hajarnis, S., Headrick, B., Ferguson, A., Barve, C., Karnik, D., & Riedl, M. O. (2011). WeQuest: scalable alternate reality games through end-user content authoring. Paper presented at the Proceedings of the 8th international conference on advances in computer entertainment technology. Mao, X., & Li, Z. (2009). Implementing emotion-based user-aware e-learning. In CHI'09 Extended Abstracts on Human Factors in Computing Systems (pp. 3787-3792). Marcelino, M. J., Pessoa, T., Vieira, C., Salvador, T., & Mendes, A. J. (2018). Learning computational thinking and scratch at distance. Computers in Human Behavior, 80, 470-477. Maryam, B., Sören, H., & Gunilla, L. (2020). Putting scaffolding into action: Preschool teachers’ actions using interactive whiteboard. Early Childhood Education Journal, 48(1), 79-92. McCabe, D. P. (2010). The influence of complex working memory span task administration methods on prediction of higher level cognition and metacognitive control of response times. Memory & Cognition, 38(7), 868-882. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world: Penguin. McKeachie, W. (1984). Does anxiety disrupt information processing or does poor information processing lead to anxiety? International Review of Applied Psychology. Millet Landau, G., & Piers, M. W. (1980). Leikin lahja ja sen merkitys lapsen kehitykselle. Helsinki: Otava. Moreno, J. (2012). Digital competition game to improve programming skills. Journal of Educational Technology & Society, 15(3), 288-297. Mubin, O., Novoa, M., Forrester, J., & Iqbal, R. (2016). GiggleBat: Enhancing playing and outdoor culture in Australian children. Paper presented at the Proceedings of the 30th International BCS Human Computer Interaction Conference 30. Mulnix, J. W. (2012). Thinking critically about critical thinking. Educational Philosophy and theory, 44(5), 464-479. Nelson, L. M. (1999). Collaborative problem solving. Instructional design theories and models: A new paradigm of instructional theory, 2(1999), 241-267. Niu, R., Jiang, L., & Deng, Y. (2018). Effect of proficiency pairing on L2 learners’ language learning and scaffolding in collaborative writing. The Asia-Pacific Education Researcher, 27(3), 187-195. Osgood, C. E. (1952). The nature and measurement of meaning. Psychological bulletin, 49(3), 197. Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of meaning: University of Illinois press. Osgood, C. E., Suci, G. J., & Tannenbaum, P. H. (1957). The measurement of meaning. University of Illinois. Urbana. Palts, T., & Pedaste, M. (2020). A model for developing computational thinking skills. Informatics in Education, 19(1), 113-128. Papadakis, S., Kalogiannakis, M., & Zaranis, N. (2016). Developing fundamental programming concepts and computational thinking with ScratchJr in preschool education: a case study. International Journal of Mobile Learning and Organisation, 10(3), 187-202. Papert, S. (2020). Mindstorms: Children, computers, and powerful ideas: Basic books. Papert, S. (1993). The children's machine: Rethinking school in the age of the computer: Basic Books, Inc. Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36(2), 1-11. Papert, S. A. (2020). Mindstorms: Children, computers, and powerful ideas: Basic books. Pekrun, R., Goetz, T., Daniels, L. M., Stupnisky, R. H., & Perry, R. P. (2010). Boredom in achievement settings: Exploring control–value antecedents and performance outcomes of a neglected emotion. Journal of educational psychology, 102(3), 531. Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions in students' self-regulated learning and achievement: A program of qualitative and quantitative research. Educational psychologist, 37(2), 91-105. Pellas, N., & Peroutseas, E. (2017). Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: Findings from a case study. New Review of Hypermedia and Multimedia, 23(1), 51-79. Perez-Sanagustin, M., Hernández-Leo, D., Santos, P., Kloos, C. D., & Blat, J. (2014). Augmenting reality and formality of informal and non-formal settings to enhance blended learning. IEEE Transactions on Learning Technologies, 7(2), 118-131. Perini, S., Oliveira, M., Margoudi, M., & Taisch, M. (2018). The use of digital game based learning in manufacturing education–a case study. Paper presented at the International Conference on Learning and Collaboration Technologies. Piñeiro Otero, T., & Costa-Sánchez, C. (2015). ARG (juegos de realidad alternativa): contribuciones, limitaciones y potencialidades para la docencia universitaria= ARG (Alternate Reality Games): Contributions, Limitations, and Potentialities to the Service of the Teaching at the University Lev. ARG (juegos de realidad alternativa): contribuciones, limitaciones y potencialidades para la docencia universitaria= ARG (Alternate Reality Games): Contributions, Limitations, and Potentialities to the Service of the Teaching at the University Lev., 141-148. Pilke, E. M. (2004). Flow experiences in information technology use. International journal of human-computer studies, 61(3), 347-357. Prensky, M. (2001). Fun, play and games: What makes games engaging. Digital game-based learning, 5(1), 5-31. Prins, F. J., Veenman, M. V., & Elshout, J. J. (2006). The impact of intellectual ability and metacognition on learning: New support for the threshold of problematicity theory. Learning and instruction, 16(4), 374-387. Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low‐income children’s numerical knowledge through playing number board games. Child development, 79(2), 375-394. Regal, G., Sellitsch, D., Kriglstein, S., Kollienz, S., & Tscheligi, M. (2020). Be active! participatory design of accessible movement-based games. Paper presented at the Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction. Repenning, A. (2000). AgentSheets®: An interactive simulation environment with end-user programmable agents. Interaction. Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., . . . Silverman, B. (2009). Scratch: programming for all. Communications of the ACM, 52(11), 60-67. Rinnert, G. C., Martens, M., Campana, K., & Kociubuk, J. (2019). Playing with handwriting: creating a game-based app for learning cursive. Paper presented at the European Conference on Games Based Learning. Rogers, J. W., & Cox, J. R. (2008). Integrating a single tablet PC in chemistry, engineering, and physics courses. Journal of College Science Teaching, 37(3), 34. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360. Sagara, M., Yamamoto, K., Nishimura, H., & Akuto, H. (1961). A study on the semantic structure of Japanese language by the semantic differential method. Japanese Psychological Research, 3(3), 146-156. Saroha, V., Mor, S., & Dagar, A. (2012). Enhancing security of caesar cipher by double columnar transposition method. International Journal of advanced research in Computer science and software engineering, 2(10), 86-88. Schraw, G., Crippen, K. J., & Hartley, K. (2006). Promoting self-regulation in science education: Metacognition as part of a broader perspective on learning. Research in Science Education, 36(1), 111-139. Sencibaugh, J. M. (2005). Meta-Analysis of Reading Comprehension Interventions for Students with Learning Disabilities: Strategies and Implications. Online Submission. Settle, A., & Perkovic, L. (2010). Computational thinking across the curriculum: A conceptual framework. Shapiro, P., Weisberg, R., & Alloy, L. (2000). Creativity and bipolarity: Affective patterns predict trait creativity. Paper presented at the Poster session presented at the annual convention of the American Psychological Society, Miami Beach, FL. Shapiro, P. J., & Weisberg, R. W. (1999). Creativity and bipolar diathesis: Common behavioural and cognitive components. Cognition & Emotion, 13(6), 741-762. Sharma, G., & Kakkar, A. (2012). Cryptography Algorithms and approaches used for data security. International Journal of Scientific & Engineering Research, 3(6), 1. Shelton, B. E., & Wiley, D. A. (2007). The design and use of simulation computer games in education: BRILL. Shin, D.-H. (2013). Defining sociability and social presence in Social TV. Computers in Human Behavior, 29(3), 939-947. Shin, S., Brush, T. A., & Glazewski, K. D. (2020). Examining the hard, peer, and teacher scaffolding framework in inquiry-based technology-enhanced learning environments: impact on academic achievement and group performance. Educational Technology Research and Development, 68(5), 2423-2447. Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017). Demystifying computational thinking. Educational Research Review, 22, 142-158. Silver, E. A., & Cai, J. (2005). Assessing students' mathematical problem posing. Teaching Children Mathematics, 12(3), 129-135. Soliman, N. A. (2016). Teaching English for academic purposes via the flipped learning approach. Procedia-Social and Behavioral Sciences, 232, 122-129. Soper, D.S. (2021). Post-hoc Statistical Power Calculator for a Student t-Test [Software]. Retrieved December 29, 2021, from https://www.danielsoper.com/statcalc Squire, K. (2011). Video games and learning. Teaching and participatory culture in the digital age. Srikantaswamy, S., & Phaneendra, D. H. (2012). Improved Caesar cipher with random number generation technique and multistage encryption. International Journal on Cryptography and Information Security (IJCIS), 2(4), 39-49. Srisawasdi, N., Feungchan, W., Meuansechai, K., Kongpet, K., & Panjaburee, P. (2016). The study on integrating visualised simulation into context-aware ubiquitous learning activities for elementary science education. International Journal of Mobile Learning and Organisation, 10(4), 263-291. St Clair-Thompson, H., Overton, T., & Bugler, M. (2012). Mental capacity and working memory in chemistry: algorithmic versus open-ended problem solving. Chemistry Education Research and Practice, 13(4), 484-489. Stamovlasis, D., & Tsaparlis, G. (2012). Applying catastrophe theory to an information‐processing model of problem solving in science education. Science Education, 96(3), 392-410. Steinkuehler, C. A. (2008). Cognition and literacy in massively multiplayer online games. Handbook of research on new literacies, 611-634. Stevens, E. A., Park, S., & Vaughn, S. (2019). A review of summarizing and main idea interventions for struggling readers in grades 3 through 12: 1978–2016. Remedial and Special Education, 40(3), 131-149. Tarng, W., & Ou, K.-L. (2012). A study of campus butterfly ecology learning system based on augmented reality and mobile learning. Paper presented at the 2012 IEEE seventh international conference on wireless, mobile and ubiquitous technology in education. Tedre, M., & Denning, P. J. (2016). The long quest for computational thinking. Paper presented at the Proceedings of the 16th Koli Calling international conference on computing education research. Thees, M., Kapp, S., Strzys, M. P., Beil, F., Lukowicz, P., & Kuhn, J. (2020). Effects of augmented reality on learning and cognitive load in university physics laboratory courses. Computers in Human Behavior, 108, 106316. Therrien, W. J. (2004). Fluency and comprehension gains as a result of repeated reading: A meta-analysis. Remedial and Special Education, 25(4), 252-261. Thompson, E. R. (2007). Development and validation of an internationally reliable short-form of the positive and negative affect schedule (PANAS). Journal of cross-cultural psychology, 38(2), 227-242. Thongkoo, K., Panjaburee, P., & Daungcharone, K. (2019). A development of ubiquitous learning support system based on an enhanced inquiry-based learning approach. International Journal of Mobile Learning and Organisation, 13(2), 129-151. Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2016). Co design of augmented reality game-based learning games with teachers using co-CreaARGBL method. Paper presented at the 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT). Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game‐based learning on students' mathematics achievement: A meta‐analysis. Journal of Computer Assisted Learning, 35(3), 407-420. Touretzky, D. S., Marghitu, D., Ludi, S., Bernstein, D., & Ni, L. (2013). Accelerating K-12 computational thinking using scaffolding, staging, and abstraction. Paper presented at the Proceeding of the 44th ACM technical symposium on Computer science education. Tsaparlis, G. (2005). Non‐algorithmic quantitative problem solving in university physical chemistry: A correlation study of the role of selective cognitive factors. Research in Science & Technological Education, 23(2), 125-148. Tsaparlis, G., & Angelopoulos, V. (2000). A model of problem solving: Its operation, validity, and usefulness in the case of organic‐synthesis problems. Science Education, 84(2), 131-153. Tu, Y. F., & Hwang, G. J. (2018). The roles of sensing technologies and learning strategies in library-associated mobile learning: a review of 2007-2016 journal publications. International Journal of Mobile Learning and Organisation, 12(1), 42-54. Tyng, C. M., Amin, H. U., Saad, M. N., & Malik, A. S. (2017). The influences of emotion on learning and memory. Frontiers in psychology, 8, 1454. Um, E., Plass, J. L., Hayward, E. O., & Homer, B. D. (2012). Emotional design in multimedia learning. Journal of educational psychology, 104(2), 485. van de Sande, E., Segers, E., & Verhoeven, L. (2015). The role of executive control in young children's serious gaming behavior. Computers & Education, 82, 432-441. Veenman, M., Prins, F., & Elshout, J. (2002). Initial inductive learning in a complex computer simulated environment: the role of metacognitive skills and intellectual ability. Computers in Human Behavior, 18(3), 327-341. Veenman, M. V., & Spaans, M. A. (2005). Relation between intellectual and metacognitive skills: Age and task differences. Learning and individual differences, 15(2), 159-176. Vitasari, P., Wahab, M. N. A., Othman, A., Herawan, T., & Sinnadurai, S. K. (2010). The relationship between study anxiety and academic performance among engineering students. Procedia-Social and Behavioral Sciences, 8, 490-497. Voogt, J., Fisser, P., Good, J., Mishra, P., & Yadav, A. (2015). Computational thinking in compulsory education: Towards an agenda for research and practice. Education and Information Technologies, 20(4), 715-728. Vygotsky, L. S. (1967). Play and its role in the mental development of the child. Soviet psychology, 5(3), 6-18. Wang, D., Wang, T., & Liu, Z. (2014). A tangible programming tool for children to cultivate computational thinking. The Scientific World Journal, 2014. Wang, J. Y., Wu, H. K., Chien, S. P., Hwang, F. K., & Hsu, Y. S. (2015). Designing applications for physics learning: Facilitating high school students' conceptual understanding by using tablet pcs. Journal of Educational Computing Research, 51(4), 441-458. Wang, S. M., Chen, K. T., Hou, H., & Li, C. (2017). A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies. Paper presented at the Workshop Proceedings of the 25th International Conference on Computers in Education, New Zealand. Wang, X. M., & Hwang, G. J. (2017). A problem posing-based practicing strategy for facilitating students’ computer programming skills in the team-based learning mode. Educational Technology Research and Development, 65(6), 1655-1671. Retrieved from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85032892152&doi=10.1007%2fs11423-017-9551-0&partnerID=40&md5=f34f569a322dc3b74a94d4f92357fda1. doi:10.1007/s11423-017-9551-0 Weintrop, D., Holbert, N., Horn, M. S., & Wilensky, U. (2016). Computational thinking in constructionist video games. International Journal of Game-Based Learning (IJGBL), 6(1), 1-17. Whitebread, D. (1999). Interactions between children’s metacognitive abilities, working memory capacity, strategies and performance during problem-solving. European journal of psychology of education, 14(4), 489-507. Wilson, B. G., Jonassen, D. H., & Cole, P. (1993). Cognitive approaches to instructional design. The ASTD handbook of instructional technology, 4, 21-21. Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33-35. Wing, J. M. (2008). Computational thinking and thinking about computing. Philos Trans A Math Phys Eng Sci, 366(1881), 3717-3725. Retrieved from https://www.ncbi.nlm.nih.gov/pubmed/18672462. doi:10.1098/rsta.2008.0118 Wing, J. M. (2011). Research notebook: Computational thinking—What and why. The link magazine, 6, 20-23. Wing, J. M. (2017). Computational thinking: What and why. Paper presented at the Presentation slides from Trippel Helix Conference on Computational Thinking and Digital Competencies in Primary and Secondary Education Stockholm, Sweden. https://pdfs. semanticscholar. org/presentation/d20a/a49744877f2bb98d6ad303742be7bd025fcd. pdf. Winn, W. (2004). Cognitive perspective in psychology. In D. H. Jonassen (Ed.), Handbook of research on educational communication and technology (pp. 79–112). Mahwah, NJ: Lawrence Erlbaum. Winn, W. (2013). Cognitive perspectives in psychology. In Handbook of research on educational communications and technology (pp. 90-123): Routledge. Wise, J. C., Toto, R., & Lim, K. Y. (2006). Introducing tablet PCs: Initial results from the classroom. Paper presented at the Proceedings. Frontiers in education. 36th Annual conference. Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Child Psychology & Psychiatry & Allied Disciplines. Wu, B., Hu, Y., Ruis, A. R., & Wang, M. (2019). Analysing computational thinking in collaborative programming: A quantitative ethnography approach. Journal of Computer Assisted Learning, 35(3), 421-434. Wu, P. H., Hwang, G. J., Su, L. H., & Huang, Y. M. (2012). A context-aware mobile learning system for supporting cognitive apprenticeships in nursing skills training. Journal of Educational Technology & Society, 15(1), 223-236. Wu, S. Y. (2019). The Design and Development of Coding Poker Cards. CoolThink@ JC, 46. Wu, W. H., Hsiao, H. C., Wu, P. L., Lin, C. H., & Huang, S. H. (2012). Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis. Journal of Computer Assisted Learning, 28(3), 265-279. Yadav, A., Gretter, S., Good, J., & McLean, T. (2017). Computational thinking in teacher education. In Emerging research, practice, and policy on computational thinking (pp. 205-220): Springer. Yan, Y., Hara, K., Kazuma, T., Hisada, Y., & He, A. (2018). PROVIT-CI: A Classroom-Oriented Educational Program Visualization Tool. IEICE TRANSACTIONS on Information and Systems, 101(2), 447-454. Chen, Y. F., Chen, J., Gao, L., Nie, W., & Sun, Q. (2019). A mixing matrix estimation algorithm for the time-delayed mixing model of the underdetermined blind source separation problem. Circuits, Systems, and Signal Processing, 38(4), 1889-1906. Lin, Y. N., & Hsia, L. H. (2019). From social interactions to strategy and skills promotion. Journal of Educational Technology & Society, 22(2), 71-85. Zhang, J., Sung, Y.-T., Hou, H.-T., & Chang, K.-E. (2014). The development and evaluation of an augmented reality-based armillary sphere for astronomical observation instruction. Computers & Education, 73, 178-188. Zheng, L., Li, X., Tian, L., & Cui, P. (2018). The effectiveness of integrating mobile devices with inquiry-based learning on students' learning achievements: a meta-analysis. International Journal of Mobile Learning and Organisation, 12(1), 77-95. Zheng, L., Li, X., Zhang, X., & Sun, W. (2019). The effects of group metacognitive scaffolding on group metacognitive behaviors, group performance, and cognitive load in computer-supported collaborative learning. The Internet and Higher Education, 42, 13-24.
|