Abstract—Critical thinking should be taught as early as childhood stage. The skill is very important meant for developing creative and innovative minds. Hence, it can be introduced through programming substance. However, there is a lack of study on introducing programming substance at the elementary school level especially using tangible game approach. Thus, this study is to determine students’ tendency toward tangible game-based approach in introducing learning programming. A survey has been distributed to forty-nine elementary school students aged 11 to 12 years old. The students need to play a tangible game-based on critical thinking namely “Beat the clock – Sorting Networks”. The result shows that students tend to enjoy a tangible outdoor game play with friends and it is help in developing their problem solving skills. Therefore, we suggest to design a tangible game-based that suitable with the elementary school students deliberate for emerging and sharpening their critical thinking skills.
Index Terms—Tangible game-based, introductory
programming, elementary school.
Rashidah Mokhtar, Mohd Lezam Lehat, and Yusnita Sokman are with the
Department of Computer Science, Faculty of Computer and Mathematical
Sciences, Universiti Teknologi MARA Johor, CO. 85009 Malaysia (e-mail:
rashi271@johor.uitm.edu.my, lezam489@johor.uitm.edu.my,
yusni996@johor.uitm.edu.my).
Nora Mohd Basir is with the Department of Statistic, Faculty of Computer
and Mathematical Sciences, Universiti Teknologi MARA Johor, CO. 85009
Malaysia (e-mail: noram661@johor.uitm.edu.my).
Cite: Rashidah Mokhtar, Mohd Lezam Lehat, Nora Mohd Basir, and Yusnita Sokman, "A Tangible Game-Based Approach for Introducing Programming to Elementary School Students," International Journal of Information and Education Technology vol. 5, no. 4, pp. 246-249, 2015.