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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>ATHEnA: Designing a Cognitive-Informed Toolkit for Computational Thinking Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giulia Paludo</string-name>
          <email>giulia.paludo@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Computational Thinking, Educational Technology, Cognitive Training, Game-based Learning</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Trento, Department of Engineering and Information Science</institution>
          ,
          <addr-line>Via Sommarive 9, 38122 Trento (TN)</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <fpage>6</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>In a digitally driven society, thinking computationally can be a crucial transversal competency for successfully navigating the 21st century. Despite the recognized pedagogical and cognitive value of computational thinking (CT), its efective integration into current curricula remains fragmented and often misaligned with the actual needs of learners and educators. This position paper presents ATHEnA, a research project aimed at designing a theoretical framework and implementation for integrated CT education able to strategically merge the dimensions of cognition, pedagogy, and education. Building on findings from experimental and qualitative studies exploring the interplay between CT, executive functions, and educational outcomes, ATHEnA introduces an early-stage digital intervention: a suite of mini-games specifically designed to support the development of both CT and core cognitive processes, aiming to ensure accessibility, inclusivity, and scalability in CT education. This proposal represents a comprehensive approach to preparing students for the challenges and opportunities of the digital age, fostering critical thinking, creativity, and adaptability in an evolving technological landscape, while actively innovating the traditional curriculum.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In 21-st-century, technology-rich education, there is an growing demand for transversal skills that can
address emerging and complex challenges. In this context, computer science (CS) is not only essential
but also calls for a paradigm shift in educational practices. Too often reduced to the instrumental use
of digital tools, CS is, in fact, the science of information processing–a foundational competence for
understanding and shaping the world we live in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Compared to the skills taught in more traditional
curricula, information processing is highly multifaceted–both in terms of its structure (cognitive
and other underpinnings) and its functions (implementation and application, with or without digital
devices)–making it particularly complex to manage within educational settings.
      </p>
      <p>
        Within this framework, the concept of computational thinking (CT) is introduced–not as the act
of programming or using a computer, but as the cognitive process that underlies it. Defined as the
developer’s mental process [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], CT involves reformulating a problem and structuring a solution in
such a way that a third agent–typically a machine–can carry it out efectively to produce the correct
outcome [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Training this skill can yield multiple benefits, as it essentially represents an advanced
form of problem solving that can be applied across diferent subjects and real-world situations.
      </p>
      <p>Despite its potential and the growing body of scientific research, the integration of CS and CT into
education remains limited and fragmented. This is due to several factors. First, unlike more established
disciplines such as math, CS education is still relatively young and lacks consolidated methodologies.
Second, there is a pressing need for efective strategies that enable the seamless integration and scalability
of CS/CT within existing curricula. Third, teachers are not adequately trained in these areas.</p>
      <p>The educational field, aware of these challenges, is actively seeking new and impactful approaches.
However, many of the current proposals remain isolated from the broader curriculum and fail to achieve</p>
      <p>CEUR
Workshop</p>
      <p>
        ISSN1613-0073
their intended goals [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Addressing issues of efective integration and scalability is therefore a top
priority and calls for continued efort and innovation.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Research Framework and Objectives</title>
      <p>Coding, educational robotics, and other CT-related practices are increasingly spreading in K–12
education. However, their introduction often remains scattered, resulting in limited impact and a generally
superficial approach. In most cases, these activities are implemented as short-term trends in isolated
sessions, rather than being organically integrated into the curriculum with a long-term perspective.</p>
      <p>In the presented educational scenario, the main research question guiding this project has been:
“What are the key transversal skills that future learners need to successfully navigate the challenges of the
21st century, and what role do CS and CT play in this context?”</p>
      <p>In addition, a gap in the existing literature lies in the disciplinary separation of CT research, which
hinders the development of educational interventions that are both pedagogically grounded, technically
sound, and cognitively informed. For this reason, as illustrated in Figure 1, the main research question
has been unpacked to address three interconnected dimensions: cognitive, pedagogical, and educational.
• Cognitive domain: What are the cognitive underpinnings of CT? How is metacognition involved?
• Pedagogical domain: Can CT be considered a transversal skill, and how should it be taught?
• Educational domain: How can CT be meaningfully introduced within current curricula?
The research’s goal is then developing and validating a theoretical framework connecting these three
domains. In this regard, the project ATHENA represents a concrete implementation of the mentioned
framework and a tangible output of this PhD journey. The project ATHENA combined with a toolkit of
educational resources aims to integrate the aforementioned dimensions while more broadly fostering
positive attitudes toward IT, developing IT competencies, and promoting IT literacy.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Theoretical Background</title>
      <p>
        The theoretical framework underpinning this project is multidisciplinary, drawing from cognitive
science, pedagogy, computer science education, and human-centered design. It emphasizes constructionist
teaching methodologies that foster personal and afective engagement with technological content,
positioning computer science as an interdisciplinary space for learning. The framework is further
grounded in cognitive science research on the foundations of higher-order thinking skills, while also
addressing the socio-cultural dimensions of educational change [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <sec id="sec-3-1">
        <title>3.1. Computational Thinking, Cognitive Underpinnings and Existing Tools</title>
        <p>
          CT includes five main components: abstraction, problem decomposition, identifying and correcting
errors (debugging), recognizing patterns in data, and expressing problem solutions as sequences of
actions [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. CT has demonstrated significant pedagogical value, with notable impacts on both key
skills and cognitive functions [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ]. Empirical studies have shown that CS/CT interventions can
enhance essential cognitive abilities such as problem solving, reasoning, logical thinking, and executive
functions [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Moreover, strong connections have been found between CS/CT and metacognitive
processes, as well as with other higher-order thinking skills (HOTS) [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          The transferability and generalization of such skills are highly relevant, as they empower learners to
better approach and manage both complexity and ambiguity [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. In this regard, existing CT education
resources often focus on programming-based tasks or open-ended environments like Scratch, which
require structured pedagogical approaches and adequate teacher training. Tools, both with and without
digital devices–such as Scratch, Bebras, CS Unplugged, and Code.org–tend to emphasize task-solving or
creative activities but rarely address the underlying cognitive and metacognitive processes of CS/CT [
          <xref ref-type="bibr" rid="ref4 ref5">4,
5</xref>
          ]. The novelty of this proposal compared to existing approaches relies in a stronger integration of
metacoognitive, executive functions and other learning prerequisites training in CT concepts teaching.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Constructionism and Transdisciplinary Computer Science Education</title>
        <p>
          Constructionism is an educational theory that posits learning is most efective when individuals
actively construct knowledge through hands-on engagement with materials and experiences [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Papert
emphasized the importance of building artifacts–whether physical objects or computational models–as
a way to deepen conceptual understanding. These artifacts provide learners with immediate feedback,
supporting reflection, iteration, and the development of critical thinking within meaningful contexts.
        </p>
        <p>
          Recent research supports this perspective, highlighting the efectiveness of constructionist approaches
in both CT and CS education for promoting cognitive and metacognitive development. Arfè et al. [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
showed that introducing constructionist coding activities in primary schools can significantly enhance
executive functions and other key foundations for learning and self-regulation. Similarly, constructionist
approaches and scafolded protocols have proven highly efective for learners with special needs, yielding
significant benefits in terms of learning outcomes and cognitive empowerment [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          Rooting CS/CT education in constructionist practices further promotes positive attitudes and
afective engagement in learning, while fostering a mindset oriented toward exploration, adaptation, and
reflection [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. As Mishra highlights with respect to constructionist models [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], meaningful learning
emerges from the interplay between learner agency and contextualized problem-solving–especially
when educational technologies serve as mediators in this process.
        </p>
        <p>
          Nevertheless, the successful introduction of such approaches is possible only through appropriate
teacher training that fosters interdisciplinary thinking, enabling educators to conceptualize CS/CT as a
transversal competence that bridges disciplines rather than being confined to technical or vocational
learning [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Indeed, when approached through a constructionist lens, CS/CT become more than just
curricular subjects–they ofer opportunities to learn to learn, equipping learners to meet the complex
demands of today’s educational landscape [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>Within this project, the constructionist framework guides the development of a didactic toolkit for CT
education by creating opportunities for learners to actively engage in building computational artifacts,
exploring coding projects, and developing simulations. This approach aligns closely with the project’s
goals, as it promotes deeper conceptual understanding and supports the development of meaningful
problem-solving skills in CS and CT.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Research Design and Methodology</title>
      <p>The project begun in November 2023 by framing the topic with a literature review, involved a set of
interconnected studies with mixed methods. The methodology follows three funnels reflecting the
three research question’s branches:
• Experimental and quasi-experimental studies to better define CT cognitive underpinnings through
the use of validated tasks and tools with psychometric properties;
• Qualitative research involving ethnography, interviews and focus groups aimed at a more
comprehensive description of the educational environment and dynamics as well as teachers’ perspectives;
• Participatory design studies to inform with concrete requirements and hints, the development
of tailored solutions, ensuring the relevance and practicality of ATHEnA and further foster a
sense of ownership and commitment by the educational community to the implementation of the
toolkit. More in detail, workshops conducted in actual school contexts will engage students and
teachers as co-designer in processes of design-thinking and human-centered design.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Findings to Date and Ongoing Work</title>
      <p>
        Findings to date highlight a promising interplay between CT and key cognitive abilities, particularly
problem-solving, verbal reasoning, and metacognition [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Literature reviews and empirical studies
show that engaging with CT can stimulate strategic reflection, process monitoring, and other core
components of metacognitive regulation. Two further studies, one focused on verbal reasoning and
creativity, the other on the efects of programming on metacognition, support the potential of CT as a
predictor of verbal reasoning and creative performance, as well as a trigger for reflective practices [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        In parallel, qualitative studies conducted with teachers in primary schools ofered valuable insights
into the role of CT not only as part of the curriculum but also as a didactic strategy. Nonetheless,
they also highlighted several challenges to its efective integration [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. As reported in several studies,
constructionist and interdisciplinary approaches make CT, in educational settings, more than just a
subject within informatics; they position it as an inclusive and transversal competence [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. These
ifndings, even from a broader educational community perspective, emphasize that CS/CT education
should not be treated in isolation, but requires the active engagement of both learners and educators
within a co-design framework for didactic innovation tailored to real educational needs. Another area of
investigation concerns the inclusion and accessibility of CT education for students with special
educational needs (SEN). A systematic literature review on this topic highlighted the relevance of educational
robotics for this purpose and, more broadly, how CT practices–such as block-based programming–can
serve as powerful tools for fostering participation and ofering learning opportunities across diferent
subjects [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>Ongoing work is currently focused on a set of sub-projects. One, now under OSF pre-registration,
involves a longitudinal study investigating the relationship between CT and executive functions in
primary education. In parallel, data collection is underway on the link between CT and verbal expression
within the same target group. Additionally, a systematic literature review and meta-analysis on CT
assessment in relation to cognitive functions is being conducted, aiming to define an updated framework
of the tools, approaches, and theoretical models used. These findings have laid the groundwork for the
development of the ATHEnA project, a serious game designed to support CT education and executive
function training, presented in the following section.</p>
      <sec id="sec-5-1">
        <title>5.1. The ATHEnA Project</title>
        <p>
          To address the educational challenge of integrated CT education and training, the ATHEnA project–
short for Algorithmic Thinking, cognitive Enhancement, and Active learning–was designed. It features a
set of minigames embedded in a space adventure narrative designed to help K–12 users develop both
CT processes and concepts while simultaneously training executive functions. The game mechanics are
grounded in scientific evidence from gamified cognitive training and validated CT activities [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>Concretely, the toolkit consists of five minigames (Figure 2), each preceded by a brief cognitive
activation task. Every challenge takes place on a diferent planet and can be solved only through
the application of CT strategies such as debugging, algorithm design, pattern recognition, and more.
ntispmoceD
ti-nalp
htap
smhtiroglA ginalP
,nigubeD dna
tekcor
,noicnarretstbaAP</p>
        <p>Although each game is standalone, the overarching narrative encourages the progressive exploration of
CT concepts and processes through a scafolded approach. In this way, ATHEnA aims to provide holistic
CT training by shifting the focus from code-oriented tasks toward broader cognitive development.
The intuitive gameplay and tablet-based format make the game accessible and usable even outside of
school settings, supporting autonomous use at home. In parallel with the core mechanics, a feedback
system and adaptive dificulty–based on player performance–help sustain engagement by ensuring
appropriately challenging tasks.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Expected Contribution and Future Work</title>
      <p>This research journey is progressively assembling the foundations for a theoretical framework that
connects the three domains of cognition, pedagogy, and education. Its goal is to inform the design of a
toolkit–comprising both plugged and unplugged components–for integrated CS/CT education. This
mapping process seeks to reposition CS/CT not merely as a technical skill, but as a broader learning
resource that fosters metacognition, computational problem-solving, and strategic reflection. Informed
by both scientific and theoretical evidence through a multidisciplinary lens, the framework also aims to
identify sustainable models that address the needs of students and teachers. A concrete example of the
framework’s possible implementation–and a key contribution of this project–is the ATHEnA initiative,
which also addresses inclusion and accessibility for learners with special educational needs. Moreover,
this research enriches the existing scientific literature on CT by helping to fill the gap in approaches
that consider the interplay between cognitive, pedagogical, and educational dimensions.</p>
      <p>Future work will focus on data collection, analysis, and the finalization of ongoing studies, along
with a more comprehensive validation of the ATHEnA demo. This will involve a first pilot testing with
classrooms of primary students in ecological settings with a quasi-experimental design with pre-post
intervention assessment of CT abilities and EFs. Additional refinements and the development of an
unplugged version of the game are also planned to support broader and more inclusive dissemination.
In parallel, the definition and dissemination of the proposed theoretical framework aim to provide a
unified reference for the design of educational activities and teacher training programs.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>The integration of CT as a transversal skill in education requires a paradigm shift that considers not only
technical aspects like coding but also the underlying cognitive processes. This research aims to develop
a theoretical framework that explores CT through the lenses of cognition, pedagogy, and education.
Initial findings suggest that CT can serve both as a competence and as a tool for learning, particularly
in relation to metacognitive strategies. Moreover, qualitative research conducted with teachers and
students in school settings highlights the demand for accessible, inclusive, and holistic educational
solutions aligned with the needs of real classrooms. Within this framework, the ATHEnA project
represents the first step toward implementing this vision, promoting a gamified and narrative-based
approach to foster CT and cognitive development. Future work will focus on finalizing the tool and
validating it through empirical studies.</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used ChatGPT-4 for grammar and spelling check.
Further, the authors reviewed and edited the content as needed and take full responsibility for the
publication’s content.
enhance attentional control and phonological decoding in children with developmental dyslexia,
Brain Sciences 11 (2021) 171. doi:10.3390/brainsci11020171.</p>
    </sec>
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