Evidence map›Paper›PMID 42715415›Full record

ArticleJMIR serious games2026

Collaborative Gameplay for Children's Self-Efficacy in Computational Thinking: Qualitative Cross-Sectional Design Science Research Case Study.

Valéria Moreira Pinto, Mariana Seiça, Licinio Roque

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Valéria Moreira PintoInstitute for Interdisciplinary Research, CISUC/LASI - Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, Casa Costa Alemão, R. Dom Francisco de Lemos, Coimbra, 3030-789, Portugal, 351 239247800.ORCID http://orcid.org/0000-0001-9077-7400
Mariana SeiçaDepartment of Informatics Engineering, CISUC/LASI - Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, Coimbra, Portugal.ORCID http://orcid.org/0000-0001-5450-5459
Licinio RoqueDepartment of Informatics Engineering, CISUC/LASI - Centre for Informatics and Systems of the University of Coimbra, University of Coimbra, Coimbra, Portugal.ORCID http://orcid.org/0000-0002-1911-2788

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Despite science, technology, engineering, and mathematics (STEM) fields driving socioeconomic development and career prospects, they continue to struggle with low enrollment and high dropout rates. An important predictor of academic performance and career persistence is self-efficacy, which is the belief in one's ability to succeed. Research indicates that collaboration improves learning outcomes and is associated with improved STEM motivation. Computational thinking (CT) is also increasingly valued in STEM education due to its reliance on computational tools and problem-solving processes. Early exposure to STEM content in a child's educational journey may thus be a key opportunity for shaping their STEM self-efficacy and future career path. Objective: This study aimed to explore how a collaborative, playful learning experience influences self-efficacy in CT skills among children. This study followed an iterative Design Science Research (DSR) approach. In this study, we present the first iteration of the DSR process, focused on analyzing and retrieving design principles for exploring how collaborative gameplay may support self-efficacy in CT as a leverage for STEM education. Methods: For this study, a low-resolution study tabletop game, MeerPlay, was conceived as our main instrument to perform 5 gameplay rehearsal sessions with 14 children, aged between 6 and 11 years. Data were collected following a qualitative content analysis methodology, using video recordings of the sessions and individual semistructured interviews. The content analysis followed an axial coding approach, focused on retrieving evidence of collaborative behaviors that might have supported self-efficacy in CT during gameplay. Results: Results suggest that collaboration enables verbal persuasion, vicarious experience, and mutual problem-solving, which are important factors in self-efficacy development. The players engaged in a collaborative dialogue and strategic cooperative gameplay by sharing strategies and ideas, creating an environment of mutual support and encouragement. Participants gradually developed skills to overcome the game's challenges, perform new gameplay actions, and work together toward accomplishing the game's goal, thus supporting self-efficacy in CT challenges. Conclusions: We propose a set of game design principles for collaborative gameplay: (1) a shared player panel to jointly define the characters' actions, (2) conjoined game actions to achieve the overall objective, (3) shared in-game elements and actions, (4) shared dice-roll values to incite collaborative movements, and (5) community evolution and fate across time, promoting a sense of joint victory, loss, and reward. We introduce an innovative methodological approach to study how the design elements influence collaborative interactions supporting self-efficacy. Framing STEM promotion as a sociotechnical wicked problem

Indexed as

collaborativecomputational thinkingcooperative gameplaydesign principlesgame designself-efficacy

Identifiers

PMID42715415
PMCPMC13557326

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