International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol. 15, No. 20, 2021


Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

Connecting Computational Thinking (CT) Concept 
with the Game-Based Learning (GBL) Elements

https://doi.org/10.3991/ijim.v15i20.23739

Emram Yunus1, Syamsul Bahrin Zaibon2()
1Institut Pendidikan Guru Kampus Sultan Abdul Halim, Kedah, Malaysia

2Universiti Utara Malaysia, Kedah, Malaysia
syamsulbahrin@uum.edu.my

Abstract—This study aims to identify the game-based learning component 
(GBL) and the concept of computational thinking (CT) that can be integrated 
together in a design model. GBL and CT concept components are obtained 
through analysis of previous research and specialist consultancy. The method 
of analytical analysis consists of three phases i.e. planning, implementation and 
documentation. This analysis started on March to May 2020 and involved 398 
articles related to GBL and CT. However, there are only fifteen articles on the 
development element of the GBL application and eight articles related to the 
CT concept were used. During an expert consultancy, fifteen specialists was 
involved in various backgrounds and experience in GBL and CT. The result 
shows that there are six main elements and 21 sub-elements of GBL. 6 main 
elements consist of rules, objectives, feedback, interactions, challenges and 
narrative. Mean-while, the sub-element consists of the operating rules, basic 
rules, explicit rules and behaviours, measures, goals, gamification purposes, 
marks, re-wards, badges/awards, player charts, characters, consequences, con-
straints, levels of games, fun, competition, control, space, engagement and curi-
osity that have been matched with their main elements. The main element and 
sub-element of the GBL is called GBL component. Each of these GBL compo-
nents is integrated with seven concepts of CT i.e. decomposition, algorithm, 
abstraction, logical reasoning, assessment, evaluation, pattern recognition and 
automation.

Keywords—game-based learning, computational thinking, design model

1 Introduction

A game-based learning (GBL) application has long been used in the educational 
system since it was introduced by Marc Prensky in the early years of 2000 [1]. Many 
studies proved that the GBL elements can encourage student’s involvement and moti-
vate them naturally to learning [2, 3, 4, 5]. Thus, some studies have introduced models 
and frameworks to develop GBL applications for the purpose of teaching and learning; 

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https://doi.org/10.3991/ijim.v15i20.23739
mailto:syamsulbahrin@uum.edu.my


Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

including New Model of Flow [6], Rapid Digital Game Creation [7], Human Centered 
Design Methodology [8] and many more.

In addition, the computational thinking (CT) concept has also been a focus on some 
studies lately [9, 10]. Earlier, Wing [11] defines CT as a mental activity in formulating 
problems through a computational solution that can be done by human or machines, or 
with a combination of human and machinery. In the study of [12, 13] in 2012 noted that 
they have developed a GBL framework which allows students to dominate some CT 
skills during play. The skills intended are:

1. Create and use algorithms to resolve specific problems.
2. Assess an algorithm by specifying the appropriate criteria.
3. Using the CT method to problems.
4. Debugging algorithm and detects logical errors.
5. Simulated algorithms and observe the effects that need to be considered in the 

scaling skills.

The findings of their study clearly showed a positive effect and relationship between 
GBL and CT which is also supported by [14, 15]. Hence, this study aims to identify 
what are the GBL elements and the CT concept suitable to be integrated into a design 
model of GBL application development.

2 Game-based learning

GBL is a computer based teaching and learning approach which has been developed 
along with the advent of the computer technology since 1950s. According to Prensky, 
[1] the early computer game history was started by the US military and Gredler [16] 
states that it was used as a simulation tool to advance the military strategic planning. 
Various researches show that GBL has its advantages in supporting student’s learning 
[17, 18]. For examples, Gee [19] and Mims [20] noted that GBL offers challenging 
experiences, promotes intrinsic satisfaction and gives students real learning opportu-
nities. This happens when they are exploring the game environment with excitement 
and risk-free manner [21]. In fact, studies proved that GBL increases student’s personal 
achievement which leads to higher academic records [22, 23]. Therefore, it is no doubt 
that higher educational institutions are those parties which apply this method the most 
since 2001 until now [24].

Meanwhile, Anderson, [25] explains the way how games could open up a more 
exciting way of teaching and learning. Based on Figure 1, there are eight aspects of 
game whereby the main aspect is that a game should be fun enough to the player. 
Another aspect is that the character which dictates the way a player involves in the 
game should be clearly stated (roles and characteristics) and holistically and practically 
shown throughout the game. In every games, there should be goals and objectives to 

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

attain after a series of matches or competitions between the main character and the 
game settings. Hence, the nature of the competitions in the game should be carefully 
created to enhance a player’s skills in strategy building, problem solving and thinking 
speed. The player masters most of these skills unconsciously while playing passion-
ately to obtain rewards in the game [64].

Fig. 1. Aspect of GBL in education [25]

2.1 Elements of GBL

Prensky, [26, 27] suggests three classical elements in a game as follows: rule, goal 
or objective and ending or feedback. According to him, these three elements form the 
basis for game structures and are used to differentiate all types of game. In GBL con-
text, he modifies the elements into six types, namely rule, goal, feedback, interaction, 
challenge and narrative. Figure 2 explains that the three main elements in a game are 
rule, goal and feedback whereas interaction, challenge and narrative are the optional 
elements in a game. The use of these elements depends on the way of playing and the 
design which formed a game structure. While Table 1 shows Hoe’s [28] explanation for 
each GBL elements.

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

Fig. 2. Main and optional elements in GBL structure [26, 27]

Table 1. Explanation of GBL elements [28]

GBL Elements Explanation

Goal Goal is the target, objective or purpose in a game. It differentiates between 
games and toys. Goal can be regarded as the first rule in a game.

Rule A set of instructions which controls the internal structures of a game and it 
becomes the main determinant of the game quality. Explaining players’ action 
is also a rule.

Feedback Feedback is the information given to players whether formatively or 
summatively based on the players’ action.

Challenge An obstacle which forms a game and consists of certain difficulty levels in 
accordance with a player’s level of knowledge, skill and progress in the game.

Narrative Narrative is the basis for players’ involvement in a game. Without the 
storyboard, a player is unable to play his role well as it is an important 
determinant for learning to occur.

Interaction Interaction is a relationship or reaction which involves two situations either 
between a player and the game settings or between a player and other players.

Teaching-based game design increasingly popular especially in attracting student’s 
interest in computer science specifically. This is because design methods are flexible 
and provide opportunities for students to explore new learning strategies. There are 
several studies that have introduced models and frameworks for their GBL develop-
ment. A study by [12] stated that they have developed a game framework that allows 
students to dominate some skills during playing games. The skills are:

1. Creates and uses algorithms to solve specific problems.
2. Assess an algorithm by specifying appropriate criteria.
3. Using the CT concept to solve the problem.
4. Debugging algorithm and detects logical errors.
5. Simulated algorithms and observe the effects that need to be considered in abstrac-

tion skills.

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

3 Computational thinking (CT)

CT term was first introduced by Papert in 1980 towards the development of cogni-
tive ability in problem solving through the programming language [29]. The term grew 
out of the pioneering work of Papert and colleagues on design-based constructionist 
programming environments; where it refers to ways of algorithmically solving prob-
lems and to the acquisition of technological fluency [30]. Then, in 2006, Wing had 
broaden the CT concept by stating that CT is a basic skill for everyone and is relevant 
in all fields [31, 63]. The skill of CT was initially adopted as the basic field of computer 
science in solving problems, designing systems and understanding human behaviors. 
Nowadays CT skills were employed widely and Wing, [32] says that almost everyone 
is thinking like a computer when applying CT concept. In fact, concept of CT assists 
people in a smooth problem solving [33] and it should be regarded as an essential 
skill for the 21st Century [34, 35]. Mohaghegh and Mccauley, [36] support the idea 
asserting that CT concept is a skill which is closely related to the 21st century skills 
such as problem solving, critical thinking, productivity as well as creativity and thus, 
should be adopted by every students. Wing [11] in his study, lists down the common 
characteristics of CT which illustrate CT promotes various thinking processes in order 
to solve problem:

1. The stress is on CT as a concept instead of a programming which is not limited to 
the field of computer science.

2. The importance of basic skills rather than mere memorization that it is based on 
executable solving method through machine, human or a combination of both.

3. A way of human thinking and not computer processing because human thought is 
more powerful than a computer which is a product of a systematic thinking process 
by human.

4. A complement and a combination of mathematical thinking idea and non-artifact 
engineering. In fact, CT is an integrable thinking process in all fields for everyone 
anywhere.

Barefoot Computing, which is based in the United Kingdom also pointed out six 
main concepts of CT [37]:

1. Decomposition: A big and complex task is broken down into several smaller detailed 
tasks to make it more comprehensible for a human or computer.

2. Pattern: The ability to identify common similarities and differences in a task or 
problem to make a prediction about a solution or to find an immediate solution.

3. Abstraction: The ability to filter out unneeded information to solve problem 
and to generalize the information when necessary.

4. Algorithmic: The ability to build a step-by-step strategy to solve problem.
5. Logical reasoning: The ability to think logically and to determine a specific conclu-

sion (deduction) based on the available information.
6. Evaluation: The ability to ensure an accurate outcome is obtained based on the 

actual need and to think about its improvement.

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

4 Methodology

In order to identify the relevant GBL elements and CT concept for integration into a 
designed model of GBL application, this study utilized two research methods namely 
a comparative analysis of previous studies, and expert consultation. This study con-
ducted the comparative analysis of previous studies by critically analyze the elements 
of GBL and CT concept as well as other related factors. At this stage, all data of the 
associated factors and elements concerning the GBL and CT concept was collected 
and organized to be included into an integrated model for designing and developing 
effective GBL applications.

A Kitchenham’s method [38] of comparative analysis of studies was employed 
which includes three main phases namely, planning, execution, and documentation. 
Table 2 shows the related phases and specific activities conducted in this method to 
achieve the study objective.

Table 2. Systematic survey phases

Phase Method

Planning Specific research questions

Build survey guidelines

Confirm survey guidelines

Execution Identify relevant studies

Select the main research

Evaluate the research quality

Extract the necessary data

Synthesize the data

Documentation Write the survey report

Confirm the survey report

In this study, the main terms, namely “Computational Thinking” and “Game 
based Learning” was searched. Additionally, the second level terms namely “school”, 
“secondary school”, “primary school”, “advantages”, “evaluation”, and “assessment” 
were also checked. Several suggested research selection criteria for the systematic anal-
ysis were set. They are as follows:

1. Answer one or more research questions directly.
2. Associated with the teaching of GBL and CT at any educational institutions.
3. A specific computerization or computer science course or module which focus on 

problem solving through CT and GBL.

In the second method which is experts consultation, fifteen experts were consulted to 
obtain divergent ideas, the expert’s views on the concept and their reviews concerning 
the referred research materials. Table 3 indicates the data of the involved experts.

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

Table 3. Experts demography—expert consultation phase

Position
Institution/ 
Department

Experience
(No. of Years)

Field Total

Head of 
Department

Institute of Teacher 
Education

21–25 Educ. Technology 1

16–20 Info. Technology 1

Senior Lecturer Institute of Teacher 
Education

21–25 Info. Technology 2

21–25 Computer Science 1

21–25 Educ. Technology 2

Lecturer Institute of Teacher 
Education

21–25 Info. Technology 2

16–20 Educ. Technology 2

11–15 Education 1

16–20 History 1

Officer State Education 
Department

11–15 Computer Science 1

ICT Teacher School 16–20 Computer Science 1

Total 15

Every given inputs and feedbacks by the experts were evaluated and used where 
necessary. The number of consulted experts is comprised of those CT master trainers 
who participated in Malaysia Digital Economy Corporation (MDEC) courses and 
involved in the development of the Scratch-based game applications. In addition to 
that, all of the chosen experts are the facilitators of CT related courses at the Insti-
tute of Teacher Education (IPG) and State Education Department (JPN) of Malaysia. 
The experts demography of various experiences and expertise are very useful for data 
gathering. The questionnaire forms are distributed earlier before conducting the consul-
tation. Through the questionnaire, the selected experts would be well informed about 
the intended purposes of this study.

5 Research findings

Online searches for articles and research findings from the databases as listed in 
Table 4 were done between March until May 2020.

Table 4. Number of selected articles

No. Databases No. of Selected Articles

1 ACM Digital Library 187

2 IEEE Xplore 73

3 ERIC 8

4 Google Scholar 130

Total number 398

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

These articles were then studied and analyzed based on certain criteria. Out of 398 
articles only a few articles accepted as the major references for determining GBL com-
ponent or element and CT concept. These articles selection consideration is based on;

1. The study must be relevant to the GBL application development. However, related 
articles on the development and the use of digital games are also re-evaluated to 
determine game elements.

2. Studies concerning CT dan CT concept application. Articles which explain CT con-
cept and its development were also examined to reach a better understanding about 
CT skills in many fields.

3. GBL and CT related studies. There are very limited articles with this term as 
there is a lack of studies in this regard abroad or in Malaysia.

4. The duration of the studies been conducted. The selected articles are from the studies 
conducted within the last 10 years. However, the original GBL and CT studies were 
referred as important sources.

Overall, there are 15 related articles on the element of GBL application development 
and 8 articles associated with the concept of CT in GBL were referred. These articles 
were analyzed to identify GBL model components for CT. Based on the analysis, there 
are several studies use the main GBL element terms which are matched with another 
additional terms to support the elements. Apart from that, there is a situation whereby 
the main elements in research A are regarded as sub-elements in research B. Therefore, 
in this research we use the term of GBL components to avoid confusion. Table 5 indi-
cates the result of the GBL component analysis. While in Table 6 describes the GBL 
components and its frequency scores as indicated in the previous studies.

Table 5. Analysis of GBL components from previous studies

Sources
Components

A B C D E F G H I J K L M

[39] / / / / /

[40] / / / /

[41] / / / /

[42] / / /

[43] / / / /

[44] / / / / / /

[45] / / /

[46] / / /

[47] / / / / /

[48] / / / / / / / . /

[49] / / / / / /

[50] / / / /

[51] / / / /

[52] / / / /

[26, 27] / / / / / /

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

Table 6. Description of GBL components and its frequency scores

Components Frequencies in Previous Studies

A Rule 8/15

B Goal 8/15

C Feedback 7/15

D Interaction 6/15

E Challenge 11/15

F Narrative 4/15

G Gaming Space 3/15

H Engagement 2/15

I Rewards 6/15

J Motivation 3/15

K Fun 3/15

L Character 1/15

M Level 7/15

On the other hand, based on Table 7, the data shows that there are fewer related 
researches on the term CT concept particularly the one which is integrated into GBL. 
Since its introduction in 2006, most of the studies are about the definition and impor-
tance of CT as a curriculum in the 21st century education. Fewer researchers describe 
the main CT concept in their studies until the Computer Science Teachers Association 
(CSTA) and the International Society for Technology in Education (NSTE) begin their 
first steps in 2011. However until 2018, the analysis shows that there are differences 
in the way the CT concepts are used in the researches. This is due to the differences of 
the fields and the country where the researches were conducted. Furthermore there are 
several CT concepts which are no longer used in recent studies when there is a clearer 
definition of CT as understood and agreed upon by the experts of academic and technol-
ogy. Table 7 shows that abstraction, decomposition and algorithmic are the CT concepts 
used in all studies. This proves that the three concepts are important concepts for CT. 
This is followed by the concept of automation and evaluation with the frequency value 
of 5 and 3 respectively. While Table 8 describes the CT concepts and its frequencies in 
previous researches related to GBL.

Table 7. Analysis of CT concepts in GBL researches

Sources
Concepts

A B C D E F G H I J K L M N O P

[52] / / / / /

[53] / / / / / / /

[54] / / /

[55] / / / / / /

[56] / / / / / / /

[57] / / / / / /

[58] / / / / / / / / /

[59] / / / / / / / / /

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

Table 8. Description of CT concepts and its frequencies

Concepts Frequencies in Previous Studies

A Automation 5/8

B Abstraction 8/8

C Decomposition 8/8

D Algorithmic 8/8

E Evaluation 3/8

F Generalization 4/8

G Reflective Thinking 1/8

H Patterns Recognition 2/8

I Thinking Process 1/8

J Logical Reasoning 1/8

K Data Collecting 2/8

L Data Analysis 2/8

M Data Presentation 2/8

N Parallelization 2/8

P Simulation 2/8

From the conducted analysis, we found that these CT concepts can be expanded and 
improved by the researchers. This study also indicates that it is rational for us to choose 
any CT concepts to use in our study. The findings clearly show that CT concepts are 
usable independently or can be combined freely and they are not restricted under any 
particular conditions. To obtain a stronger support, the researcher consulted the experts 
using this finding as a basis.

5.1 Findings from the expert consultation

The first step in reaching expert’s agreement on the GBL components and CT concepts 
is through counting the number of experts who agreed or disagreed collectively towards 
each items. The score for accept (agree) or reject (disagree) regarding the GBL com-
ponents and the CT concepts is counted based on their feedbacks towards five answer 
choices (1- strongly disagree, 2- disagree, 3- mildly agree, 4- agree, and 5- strongly agree) 
for each items. An expert is considered agrees to accept an item if he responds by choos-
ing 3, 4 or 5. Likewise, he or she is regarded as declined if he responds 1 or 2 to an item.

The second step is to determine selection condition (accept or reject) of the GBL 
components and the CT concepts. The condition is set to affirm the collective agree-
ment of expert’s opinion in the conducted consultation. If the score is 10 to 15, it shows 
that the component should be considered to be acceptable, score 5 to 9 may be consid-
ered whether it is accepted or rejected and if the score record is below 5 the component 
may be omitted (rejected). The findings of the comparative analysis of the previous 
studies and the expert consultation try to answer the research question; “Could the GBL 
components and the CT concepts be integrated into a designed GBL model?”

GBL components and the CT concepts are shown in Table 9 which refers to the 
divided GBL components of two parts namely main elements and sub-elements.

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Table 9. GBL components—experts consultation resolution

GBL Components
No. of Experts 

Agreements

Resolution  
/ - Accept  
X- RejectMain Elements Sub-elements

Rule Operational Rules 15/15 /

Basic Rules 15/15 /

Implicit Rule & behaviors 12/15 /

Instructional 15/15 /

Objective Goal of the game 15/15 /

Gamification Purposes 10/15 /

Feedback Marks 15/15 /

Rewards 15/15 /

Badges/gifts 8/15 /

Player Chart 10/15 /

Interaction Character 13/15 /

Competition 6/15 X

Effect 14/15 /

Mark 0/15 X

Rewards 0/15 X

Challenge Obstacle 15/15 /

Game Level 15/15 /

Motivation 4/15 X

Fun 13/15 /

Fight 9/15 /

Control 13/15 /

Narrative Space 15/15 /

Engagement 15/15 /

Character 2/15 X

Story board 3/15 X

Curiosity 14/15 /

Rewards 3/15 X

There are six main elements which form a GBL and they are interpreted through 
sub-elements. These sub-elements are optional for a designer to use in developing their 
intended GBL application. In other words, there is no condition or it is permissible for 
a designer not to use all GBL components simultaneously in a game application. Chal-
lenge is a main element with many sub-elements. The existence of more sub-elements 
gives the GBL designers more choices in terms of harnessing their game application 
through a new technology. In addition, another important main elements with four 
sub-elements are rule and feedback. These expert-agreed elements are usually used in 
various GBL genre. This is followed by narrative which consisted of three sub-elements 
as well as objective and interaction with two sub-elements respectively which are very 
useful for GBL designers.

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

While, Table 10 shows the seven CT concepts which were agreed by the experts to 
be integrated with the GBL components into a designed model of GBL. The list in the 
table indicates the level of agreement whereby all involved experts agreed on decom-
position, abstraction, algorithmic, logical reasoning and evaluation. At the meantime, 
some of them had slightly different views on pattern recognition and automation.

Table 10. CT concepts—experts consultation resolution

CT Concepts No. of Experts Agreement
Resolution

(/ - Accept, X- Reject)

Decomposition 15/15 /

Patterns Recognition 13/15 /

Abstraction 15/15 /

Algorithmic 15/15 /

Logical Reasoning 15/15 /

Evaluation 15/15 /

Automation 11/15 /

Generalization 5/15 X

Reflective Thinking 5/15 X

Thinking Process 5/15 X

Data Collecting 5/15 X

Data Analysis 5/15 X

Data Presentation 6/15 X

Parallel 6/15 X

Simulation 5/15 X

Debugging 6/15 X

6 Conclusion

In answering the research question that is to identify the GBL components and the 
CT concept which can be integrated into a GBL designed models, we conducted initial 
analysis through comparative study of previous researches as well as experts consulta-
tion. The implementation of both methods has been mentioned in research methodol-
ogy part. Shanmugam, Yassin, and Khalid [60] also utilized these method in research 
to determine relevant CT elements for integration into the life cycle model of mobile 
application development (MADLC). After the experts consultation, the researcher 
identified six approved main elements and twenty sub-elements of GBL and they are 
matched accordingly as in Table 11. For CT concepts, there are seven affirmed concepts 
as illustrated in Table 12. Most of these CT concepts are almost similar to Shanmugam’s 
[60] except for logical reasoning and automation.

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Table 11. Game based learning (GBL) components

GBL Components

No Main Elements Sub-elements

1. Rule Operational Rule

Basic Rule

Explicit Rule and Behavior

Instructional

2. Objective Game Goal

Gamification Purpose

3. Feedback Mark

Reward

Badge/medal

Players Chart

4. Interaction Character

Effect

5. Challenge Constraint

Game Level

Fun

Competition

Control

6. Narrative Space

Engagement

Curiosity

Table 12. CT concepts in GBL

No CT Concepts

1. Decomposition

2. Abstraction

3. Algorithmic

4. Logical Reasoning

5. Evaluation

6. Pattern Recognition

7. Automation

Through this study, GBL component terms which consist of main elements and 
sub-elements were introduced. Both terms were not used or clearly defined in previous 
researches [61]. The terms usage is approved during the consultation due to their 
relevance and easiness in justification while building the future model. Apart from that, 

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Paper—Connecting Computational Thinking (CT) Concept with the Game-Based Learning (GBL)…

we affirmed seven relevant CT concepts for integration into GBL components instead 
of other several CT concepts in the previous studies. We also propose expert-approved 
standardized terms definition for GBL components and CT concepts as discussed in 
research findings part. Hopefully the definition may assist designers and researchers 
in identifying the terms difference and usage in developing GBL application [62]. For 
further researches we stress on three matters, the first thing is the need for a research 
study to build a designed model of GBL to learn CT especially for students based on 
the newest technology. Another suggestion for research is related to efforts of enhanc-
ing students CT skills through GBL application development and continuous improve-
ments in classroom pedagogical practices based on GBL. It is hoped that this research 
findings may be beneficial for all parties particularly the MOE, researchers, industries 
and many more.

7 Acknowledgment

This study is related to the Research Consortium on Creative Industry & Culture 
under Konsortium Kecemerlangan Penyelidikan Grant by MOHE (SO Code 14977). 
Also, special thanks to Ministry of Education Malaysia (MoE), Ministry of Higher Edu-
cation Malaysia (MOHE), Universiti Utara Malaysia (UUM), and Institut Pendidikan 
Guru (IPG) Kampus Sultan Abdul Halim, Sungai Petani Kedah.

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9 Authors

Emram Yunus holds a position as a lecturer at Sultan Abdul Halim Institute of 
Teacher Education, Sungai Petani, Kedah. He graduated with a degree in Computer 
Science at Universiti Putra Malaysia in 2001 and a diploma in Information and Com-
munication Technology at IPGK Temenggong Ibrahim in 2002. His Ph.D in Multimedia 
from the Universiti Utara Malaysia, which allows him to contribute to the adaptation of 
computational thinking in game-based learning within the Malaysian formal education 
system. He can be contacted at emram@ipsah.edu.my

Syamsul Bahrin Zaibon is an Associate Professor at the School of Creative 
In-dustry Management & Performing Arts (SCIMPA) in Universiti Utara Malaysia. 
His research interest is in multimedia & mobile applications, web development, game-
based learning, comics for learning, and edutainment. As a game-based learning expert, 
he has published massive articles on mobile learning and mobile game development in 
prestigious academic journals and conferences. His previous inventions have accom-
plished gold, bronze and silver medals in PECIPTA2019, PECIPTA2009, SIIF2009 
and ITEX2014. He can be contacted at syamsulbahrin@uum.edu.my

Article submitted 2021-05-06. Resubmitted 2021-06-29. Final acceptance 2021-06-29. Final version 
published as submitted by the authors.

iJIM ‒ Vol. 15, No. 20, 2021 67

https://doi.org/10.3991/ijim.v14i14.14719
https://doi.org/10.3991/ijim.v14i14.14719
https://doi.org/10.3991/ijim.v9i1.4238
mailto:emram@ipsah.edu.my
mailto:syamsulbahrin@uum.edu.my