【關鍵字】Bebras、運算思維 (Computation Thinking, CT)、數位遊戲;This study developed a web-based digital game called "Captain Bebras" to observe the changes in students′ computational thinking skills and learning motivation before and after playing the game. The purpose of the study was to integrate the Bebras Challenge into the digital game to create a self-directed play environment to enhance students′ computational thinking skills. The length of the activity was two hours and consisted of four stages: pre-test, game, post-test and questionnaire. The research method was mainly based on quantitative research. The test content was based on the Bebras Challenge question bank and was evaluated according to the eight computational thinking domains. At the same time, a self-assessment questionnaire was used to understand the extent to which students applied computational thinking in their daily lives, and a satisfaction questionnaire was used to understand students′ feedback and suggestions on the "Captain Bebras" digital game. The results of the study showed that the students′ computational thinking skills improved significantly after playing the "Captain Bebras" game. There was a significant improvement in the performance of computational thinking in the pre-test and post-test, indicating that the game has a positive effect on the development of computational thinking. In addition, the students showed good motivation and interest in the game challenges during the game. Overall, the findings suggest that the "Captain Bebras" digital game has the potential to promote students′ computational thinking skills and learning motivation. The game helps students develop computational thinking skills and stimulate their computational thinking concepts and interest in learning in a digital story context.
Keywords:Bebras, Computation Thinking (CT), Digital Game