Document Type : Original Research Paper

Authors

1 Department of Mathematics Education, Faculty of Mathematics and Computer, Shahid Bahonar University of Kerman, Kerman, Iran 2 Mahani Math Center, Afzalipour Research Institute, Shahid Bahonar University of Kerman, Iran

10.22061/tej.2026.12019.3221

Abstract

Background and Objectives: Programming, as an interdisciplinary activity, creates an active link between mathematics and computer science, which can serve to solve problems, learn abstract concepts, and develop computational thinking. In recent years, the use of visual environments such as Scratch in mathematics education has received special attention. Despite this, there is little evidence regarding the impact of block-based programming on geometric skills and computational thinking in the first cycle of secondary school (middle school). The present study aimed to investigate the effect of block-based programming in the Scratch environment on the computational thinking and geometric problem-solving skills of seventh-grade students.
Methods: The present research was applied in terms of purpose and was conducted with a mixed (quantitative-qualitative) approach with two research groups, experimental and control. The statistical population consisted of seventh-grade male students in Mahan city during the academic year 2024-2025, and the sampling method was random. The sample included 60 students who were randomly assigned to either the experimental or control group, with 30 students in each group. The educational intervention lasted for eight weeks and focused on teaching the concepts of the ‘Geometry and Reasoning’ chapter from the seventh-grade mathematics textbook. The data collection instrument in the quantitative section was the Romano Gonzalez et al. standard computational thinking test, which was administered as a pre-test and post-test. Its reliability was reported with a Cronbach's alpha of 0.79. Also, the quantitative data were analyzed with SPSS software, and the pre-test and post-test data of computational thinking in both the experimental and control groups followed a normal distribution, which allowed the use of parametric tests (paired t-test and independent t-test). In the qualitative section, the learning process and perception of geometric concepts in the seventh-grade mathematics textbook were examined by utilizing content analysis of students' programming projects in the Dr. Scratch program and semi-structured interviews.
Findings: In the experimental group, the average scores for computational thinking increased from 10.73 (SD= 4.727) in the pre-test to 14.57 (SD= 4.739) in the post-test, which was confirmed by a paired t-test showing a significant difference (p < 0.001). In contrast, the control group showed little change from 10.60 to 10.90, indicating no significant difference (p = 0.405). The calculation of Cohen's d effect size for the experimental group indicated a strong effect, supporting the effectiveness of the Scratch intervention. In the Scratch Program, four main features of computational thinking in students' digital artifacts were presented, applicable to seventh-grade foundational geometry questions. These features include translating abstract concepts into tangible objects, developing generalizable algorithms, multi-faceted representation of problems, and the repeatability of recognizable solutions.
Conclusion: Statistical findings from a paired t-test revealed that programming in the Scratch environment significantly increased computational thinking scores in the experimental group. Qualitative data, including students' programming projects, semi-structured interviews, and analysis of educational images and videos, also indicated that students were able to represent geometric concepts such as symmetry and rotation in a more tangible and multifaceted way in their Scratch projects. From this perspective, this research, by integrating the two domains of computational thinking and geometry education, provides an innovative platform for designing educational experiences and integrating technology and the learning of mathematical concepts. This article emphasizes that block-based programming should be considered not merely as a technological tool, but as a cognitive mediator in mathematics education. This approach can pave the way for transformation in teaching and learning methods of complex geometric concepts and be an effective tool for mathematics teachers to teach abstract concepts to students.

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© 2025 The Author(s).  This is an open-access article distributed under the terms and conditions of the Creative Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) (https://creativecommons.org/licenses/by-nc/4.0/)  

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