Cthink.IT -Think, Learn and Play in a Computational Thinking Way
Description
This Erasmus+ project introduces Computational Thinking in the early years of education through a carefully designed unplugged board game. By playing together, students build problem-solving, logical reasoning, and collaboration skills—without the need for screens or coding.
With CThinkIt, learning happens naturally through play, making Computational Thinking an exciting and accessible part of every child’s education. The objectives for this project are to embark on a grassroots approach to the integration of Computational Thinking (CT) across the three partner European countries (Malta, Greece and Portugal). The aim is to develop an unplugged board game that not only entertains but also instills crucial CT competencies in students as they enthusiastically collaborate and play. Another aim is to integrate the use of this board game in the very early stages of schooling, as we believe that this will help pave the way to a continued and improved integration of CT throughout the primary school years, and beyond. This is a process which is necessary in order to be able to truly work towards equipping our future generation of students with the skills and competencies required to survive and progress in our modern societies.
Basic information
Coordinator
Programme
Erasmus+ (programme-erasmus-plus)
Project Acronym
Target groups
primary school students, teachers, under school-age kids
Topic
Computer science, Maths
Start year
2005
End year
2022
Contact person
Iro Koliakou, koliakou@anatolia.edu.gr
The CThinkIt project is rooted in educational research and innovation, exploring how unplugged activities can effectively introduce Computational Thinking concepts to young learners. The project investigates how board games can serve as powerful educational tools to foster problem-solving skills, logical thinking, and teamwork.
Key research aspects of the project include:
Design and development of the CThinkIt board game – Creating a structured yet playful approach to teaching CT without the need for digital devices.
Teacher feedback and classroom trials – Testing the board game in real classroom environments to refine its effectiveness and usability.
Active learning and play-based methodologies – Exploring how hands-on, game-based activities can enhance the learning of computational concepts in a developmentally appropriate way.
Practical implementation reports – Documenting how the board game is used in different educational settings, offering insights into best practices for CT integration at the early years level.
Papers
CThinkIt provides teachers with an innovative, hands-on tool to introduce Computational Thinking in a way that is fun, engaging, and easy to integrate into the classroom.
The project’s key educational resources include:
An unplugged board game – A carefully designed game that teaches CT skills like problem-solving, sequencing, pattern recognition, and debugging—all through play.
Classroom implementation guides – Resources to help teachers integrate the board game into their lessons, ensuring smooth adaptation to different classroom needs.
Hands-on activities – Complementary exercises that reinforce CT concepts without requiring digital devices.
Training and support for educators – Workshops and materials designed to help teachers feel confident in introducing Computational Thinking to their students.