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European Conference on Games Based Learning (ECGBL)
Fifth and sixth grade students used Kodu and Scratch within regular language instruction across three 12-week interventions.
This study examines how visual programming environments, specifically Kodu and Scratch, can be integrated into Greek primary school language instruction through a Games Based Learning and Project Based Learning framework, with the aim of building 21st century skills such as critical thinking, creativity, collaboration, communication, and digital literacy. The research involved 75 fifth and sixth grade students from several primary schools in Athens, studied across three educational interventions in 2016, 2017, and 2018, each running as a twelve-week course within regular language lessons. Students worked in groups of three or four, with 25 using Kodu and 50 using Scratch, and created their own digital games that incorporated narrative storytelling.
The methodology was mixed, combining direct classroom observations, student worksheets, and questionnaires built on a five-point Likert scale covering attitudes toward computers and programming, toward visual programming tools, and toward educational games. Reported results were broadly positive: about 95 percent of students found the tools useful, 90 percent enjoyed collaborating on game design, 85 percent valued sharing their games online, and 84 percent expressed a positive attitude toward using educational games in learning, with only 4 percent negative. Observers noted high engagement, with students continuing work at home and collaborating effectively.
The authors conclude that Kodu and Scratch can serve as effective cognitive tools for teaching language and narrative skills while also supporting cooperation, problem solving, and creative expression. They argue that the simple syntax of these environments allows beginners to tackle complex problems, and they recommend that educators prioritize the creative dimension of programming in multicultural classrooms. The evidence rests on a relatively small, single-region sample and largely on self-reported attitudes and observation, so the claims about skill development are better understood as promising indications than as definitive measured outcomes.
European Conference on Games Based Learning (ECGBL) · 2026