Programming with Scratch and Unity in Continuing Education: An Approach Featuring Simple Video Game Creation Activities
Main Article Content
Abstract
This study examines the implementation of coding in a lifelong learning context through a progressive instructional approach that begins with simple activities using the visual block-based programming environment Scratch and gradually introduces the Unity game engine and the C# programming language through carefully sequenced tasks. A pre-experimental pre-test/post-test design was conducted with 54 participants enrolled in a university continuing education course. Two scales were administered to assess participants’ perceptions regarding programming, game engines, and active learning. Descriptive statistics and inferential analysis were performed using the Wilcoxon signed-rank test. The findings reveal significant improvements in participants’ perceptions of coding as a pedagogical strategy, particularly regarding creativity, educational innovation, motivation, active learning, and student engagement. The results also support the feasibility of a gradual progression from visual block-based programming to professional game development environments, highlighting the educational potential of combining Scratch and Unity in teacher training and lifelong learning programs.
Downloads
Article Details
Copyright (c) 2026 Sáez López JM, et al.

This work is licensed under a Creative Commons Attribution 4.0 International License.
Fombona J, Sáez JM, Sánchez S. Artificial intelligence and robotics in education: advances, challenges, and future perspectives. Soc Sci Humanit Open. 2025;11. Available from: https://doi.org/10.1016/j.ssaho.2025.101533
Redondo-Duarte S, Pattier D, Neubauer A, Sáez López JM. Machine learning and educational robotics, an implementation in initial university teacher training and for practising teachers in primary education. Front Educ. 2026;11:1778718. Available from: https://doi.org/10.3389/feduc.2026.1778718
Sáez López JM, Redondo Duarte S, Neubauer Esteban A, Peña Garrido M. Teaching artificial intelligence through machine learning: an active learning approach in primary education classrooms. IJERI Int J Educ Res Innov. 2026;(25):1-14. Available from: https://doi.org/10.46661/ijeri.13119
Sáez-López JM, García-Jiménez AS, de-Lara-García-Cervigón S. Coding, robots, computational concepts, and machine learning using the microbit card and the Maqueen and Nezha kits: a study in initial teacher training. Comput Educ Open. 2026;10:100366. Available from: https://doi.org/10.1016/j.caeo.2026.100366
Sáez-López JM, Redondo-Duarte S, De Lara-García Cervigón S. Educational robotics with interactive and environmental projects using “micro: bit” and “Nezha” in nine primary schools. Eurasia J Math Sci Technol Educ. 2026;22(3). Available from: https://doi.org/10.29333/ejmste/18107
Papert S. Mindstorms: children, computers, and powerful ideas. New York (NY): Basic Books; 1980. Available from: https://worrydream.com/refs/Papert_1980_-_Mindstorms,_1st_ed.pdf
Resnick M, Maloney J, Hernández AM, Rusk N, Eastmond E, Brennan K, et al. Scratch: programming for all. Commun ACM. 2009;52(11). Available from: http://web.media.mit.edu/~mres/papers/Scratch-CACM-final.pdf.
Maloney J, Kafai Y, Resnick M, Rusk N. Programming by choice: urban youth learning programming with Scratch. In: Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education; 2008; Portland, OR. p. 367-371. Available from: https://doi.org/10.1145/1352135.1352260
Kolodner J, Camp P, Crismond D, Fasse B, Gray J, Holbrook J, et al. Problem-based learning meets case-based reasoning in the middle-school science classroom: putting Learning by Design into practice. J Learn Sci. 2003;12(4):495-547. Available from: https://doi.org/10.1207/S15327809JLS1204_2
Kwon DY, Kim HS, Shim JK, Lee WG. Algorithmic bricks: a tangible robot programming tool for elementary school students. IEEE Trans Educ. 2012;55(4):474-479. Available from: https://doi.org/10.1109/TE.2012.2190071
Lambert L, Guiffre H. Computer science outreach in an elementary school. J Comput Sci Coll. 2009;24(3):118-124.
Lin JMC, Yen LY, Yang MC, Chen CF. Teaching computer programming in elementary schools: a pilot study. In: National Educational Computing Conference; 2005 Jun.
Dickson PE. Using Unity to teach game development: when you’ve never written a game. In: Proceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE ’15). New York (NY): ACM; 2015. p. 75-80. Available from: https://doi.org/10.1145/2729094.2742591
Comber O, Motschnig R, Mayer H, Haselberger D. Engaging students in computer science education through game development with Unity. In: 2019 IEEE Global Engineering Education Conference (EDUCON). IEEE; 2019. p. 199-205. Available from: https://doi.org/10.1109/EDUCON.2019.8725135
Kessler R, van Langeveld M, Altizer R. Entertainment arts and engineering (or how to fast-track a new interdisciplinary program). In: Proceedings of the 40th ACM Technical Symposium on Computer Science Education (SIGCSE ’09); 2009 Mar 4-7; Chattanooga, TN. New York (NY): ACM; 2009. p. 539-543. Available from: https://doi.org/10.1145/1508865.1509049
Linhoff J, Settle A. Teaching game programming using XNA. In: Proceedings of the 13th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE ’08); 2008 Jun 30-Jul 2; Madrid, Spain. New York (NY): ACM; 2008. p. 250-254.
Israel M, Pearson JN, Tapia T, Wherfel QM, Reese G. Supporting all learners in school-wide computational thinking: a cross-case qualitative analysis. Comput Educ. 2015;82:263-279.
Sáez-López JM, Román M, Vázquez E. Visual programming languages integrated across the curriculum in elementary school: a two-year case study using Scratch in five schools. Comput Educ. 2016;97:129-141. Available from: https://doi.org/10.1016/j.compedu.2016.03.003
Wing JM. Computational thinking. Commun ACM. 2006;49(3):33-35. Available from: https://doi.org/:10.1145/1118178.1118215
Gómez Jiménez Ó, Sáez López JM, Rodríguez Torres J. Autopercepción de la competencia digital en estudiantes de Educación Primaria. Educ Knowl Soc. 2026;27. Available from: https://doi.org/10.14201/eks.31923
Sáez-López JM, Cózar R. Programación visual por bloques en Educación Primaria: aprendiendo y creando contenidos en Ciencias Sociales. Rev Complut Educ. 2017;28(2):409-426. Available from: https://doi.org/10.5209/rev_RCED.2017.v28.n2.49381
Conde Melguizo R, Vega Barbas M, García Vázquez C. Analizando el auge de Scratch para la enseñanza de la programación: revisión del conocimiento científico publicado en España. Tarbiya Rev Investig Innov Educ. 2020;(48):7-32. Available from: https://doi.org/10.15366/tarbiya2020.48.001
Brennan K, Resnick M. Using artefact-based interviews to study the development of computational thinking in interactive media design. Paper presented at: American Educational Research Association Meeting; 2012; Vancouver, BC, Canada. Available from: http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf.
Bruckman A. Learning in online communities. In: Sawyer K, editor. Cambridge handbook of the learning sciences. New York (NY): Cambridge University Press; 2006. p. 461-472.
Clark J, Rogers MP, Spradling C, Pais J. What, no canoes? Lessons learned while hosting a Scratch summer camp. J Comput Sci Coll. 2013;28:204-210.
Cózar-Gutiérrez R, Sáez-López JM. Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. Int J Educ Technol High Educ. 2016;13:2. Available from: https://doi.org/10.1186/s41239-016-0003-4
Kafai Y. Children as designers, testers and evaluators of educational software. In: Druin A, editor. The design of children’s technology. San Francisco (CA): Morgan Kaufmann Publishers; 1998. p. 123-145. Available from: https://dl.acm.org/doi/10.5555/303430.303438
Sáez-López JM, Del Olmo J, Gonzalez-Calero JA, Cozar R. Exploring the effect of training in visual block programming for preservice teachers. Multimodal Technol Interact. 2020;4(3):65. Available from: https://doi.org/10.3390/mti4030065