Analyzing novices' fun and programming behaviours while playing a serious blocks-based game

Adilson Vahldick, M. Marcelino, A. J. Mendes
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引用次数: 0

Abstract

Blocks-based environments have been used to promote programming learning mostly in elementary and middle schools. In many countries, isolated initiatives have been launched to promote programming learning among children, but until now there is no evidence of widespread use of this type of environment in Brazil and Portugal. Consequently, it is common that many students reach higher education with little or no programming knowledge and skills. NoBug’s SnackBar is a game designed to help promote programming learning. This study examined students' behavior and attitudes when playing the game on their initiative. It used a sample of 33 undergraduate students enrolled in an introductory programming course. The variables studied were students' performance and engagement, satisfaction, and problem-solving strategies. The main findings were (1) better performing students had a high level of perceived learning, (2) all the students had similar perceptions about their fun while playing, (3) the leader board was the most used game element not directly related to learning and (4) the top-ranked students access previous solutions to help them solve a new mission, while the others often use a trial-and-error approach.
分析新手在玩严肃的积木游戏时的乐趣和编程行为
基于块的环境主要用于促进小学和中学的编程学习。在许多国家,已经发起了个别的倡议,以促进儿童的编程学习,但到目前为止,没有证据表明在巴西和葡萄牙广泛使用这种环境。因此,许多学生在接受高等教育时很少或根本没有编程知识和技能是很常见的。NoBug的SnackBar是一款旨在促进编程学习的游戏。本研究考察了学生在主动玩游戏时的行为和态度。它使用了33名参加编程入门课程的本科生作为样本。研究的变量是学生的表现和参与、满意度和解决问题的策略。主要发现是:(1)表现较好的学生有较高的感知学习水平,(2)所有学生对玩游戏的乐趣都有相似的感知,(3)排行榜是最常用的与学习没有直接关系的游戏元素,(4)排名靠前的学生使用之前的解决方案来帮助他们解决新任务,而其他学生则经常使用试错方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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