Evaluating the effectiveness of a game-based learning approach in modifying students' behavioural outcomes and competence, in an introductory programming course. A case study in Greece

Stamatios Papadakis, M. Kalogiannakis
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引用次数: 49

Abstract

The usage of computer science (CS) is becoming much more prevalent in society today. But as CS education expands, teachers of CS are challenged to help students develop accurate understandings. Researchers have documented several difficulties faced by learners of basic programming concepts. On the contrary, new pedagogies make use of technologies to go further, to open up new possibilities. Especially, in today's digital generation gamification has become a popular tactic to encourage specific behaviours and increase motivation and engagement. There are platforms that enable educators to use gaming technology to develop learning environments for students. Classcraft is one of the many examples of how technology can be used in the classroom to engage students and facilitate exciting, engaging and interesting lessons. The results presented in this study suggest that students' engagement and attitudes toward programming have been positively affected. On the contrary, students' academic performance was not affected at a statistically significant level.
在编程入门课程中,评估基于游戏的学习方法在改变学生行为结果和能力方面的有效性。以希腊为例
计算机科学(CS)的使用在当今社会变得越来越普遍。但随着计算机科学教育的扩展,计算机科学教师面临着帮助学生培养准确理解的挑战。研究人员已经记录了基本编程概念学习者所面临的几个困难。相反,新的教学方法利用技术走得更远,开辟了新的可能性。特别是在今天的数字时代,游戏化已经成为一种鼓励特定行为、增加动机和粘性的流行策略。有一些平台可以让教育工作者利用游戏技术为学生开发学习环境。Classcraft是如何在课堂上使用技术来吸引学生并促进令人兴奋,吸引和有趣的课程的众多例子之一。本研究的结果表明,学生对节目的参与和态度受到了积极的影响。相反,学生的学习成绩没有受到统计学显著水平的影响。
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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