The Future of Education

Edition 16

Accepted Abstracts

Playful Learning as a Bridge Between Coding and Mathematics in Teacher Education

Federica Pelizzari, Università Cattolica del Sacro Cuore (Italy)

Sara Bagossi, Free University of Bozen-Bolzano (Italy)

Abstract

Recent Italian guidelines on STEM education emphasize an interdisciplinary approach grounded in learning-by-doing and the use of digital and playful resources [1]. Within this framework, computer science is recognized as a conceptual core of mathematics education from early schooling, highlighting the need to integrate computational and mathematical thinking already in teacher education. Computational thinking, understood as a set of logical, strategic, and reflective processes for problem solving, shares key dimensions with mathematical thinking [2]. In this perspective, Playful Learning can act as a pedagogical bridge between coding and mathematics, supporting disciplinary integration through engaging learning experiences [3]. This qualitative exploratory case study, conducted in a university course for pre-service primary school teachers, examined collaboratively designed digital games created with the Octostudio app, focusing on spatial orientation [4]. The instructional design included an introduction to Octostudio, basic prototyping, and collaborative game design using a template aligning learning objectives, coding mechanics, and playful dimensions through the Playful Experiences (PLEX) framework [5]. A thematic qualitative analysis of design artefacts, templates, and researcher observations was conducted to identify patterns in the integration of mathematical and computational thinking and of the designs’ playful dimensions [6]. Findings suggest that Playful Learning-based design activities can mediate between content knowledge, active methodologies, and teacher professional development.

 

Keywords

Playful Learning; Computational Thinking; Mathematical Thinking; Teacher Education; Educational Game Design


REFERENCES

[1] Ministero dell’Istruzione e del Merito (2025). Nuove indicazioni per la scuola dell’infanzia e primo ciclo di istruzione 2025.

[2] Wing, J. M. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35.

[3] Pelizzari, F. (2025). Strategie Ludiche per l’Apprendimento. Gioco, videogioco e gamification in contesti educativi e didattici. PensaMultimedia.

[4] Ministero dell’Istruzione, dell’Università e della Ricerca (2012). Indicazioni Nazionali per il primo ciclo di istruzione.

[5] Korhonen, H., Montola, M., & Arrasvuori, J. (2009). Understanding playful user experience through digital games. In Proceedings of the International Academic MindTrek Conference (pp. 98–105). 

[6] Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. 

 

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