Development and Evaluation of an Educational Game to Practice the Truth Tables of Logic

Olga De Troyer, Renny S. N. Lindberg, J. Maushagen, Pejman Sajjadi
{"title":"Development and Evaluation of an Educational Game to Practice the Truth Tables of Logic","authors":"Olga De Troyer, Renny S. N. Lindberg, J. Maushagen, Pejman Sajjadi","doi":"10.1109/ICALT.2019.00032","DOIUrl":null,"url":null,"abstract":"Already for years, the logic course in the first year of our Bachelor program in Computer Science has been a serious stumbling block for many students. They find the formal and abstract mechanisms of logic difficult and awkward to deal with. Many procrastinate, which results in poor understanding of the basic principles, which in turn causes them to fall even more behind. Previous attempts to remedy this have had little effect. Since educational games are deemed as an enjoyable way to foster learning, we decided to develop an educational game for the course. The game is a two-player competitive game inspired by an existing card game. We adapted this card game to proposition logic and digitized it as an app. The development was done in an iterative way. Each version was evaluated and based on the received feedback the software was improved and reevaluated. Based on the results of the evaluations we can conclude that the game is well suited for its target audience and is a good complement, and even replacement for some of the traditional face-to-face exercise sessions. However, we also noticed that making the game available without obligation to use was not the best approach. A good embedding into the course is needed to ensure that all students use the game. In this paper we present the game, explain and motivate its evolution, and present lessons learned.","PeriodicalId":356549,"journal":{"name":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICALT.2019.00032","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Already for years, the logic course in the first year of our Bachelor program in Computer Science has been a serious stumbling block for many students. They find the formal and abstract mechanisms of logic difficult and awkward to deal with. Many procrastinate, which results in poor understanding of the basic principles, which in turn causes them to fall even more behind. Previous attempts to remedy this have had little effect. Since educational games are deemed as an enjoyable way to foster learning, we decided to develop an educational game for the course. The game is a two-player competitive game inspired by an existing card game. We adapted this card game to proposition logic and digitized it as an app. The development was done in an iterative way. Each version was evaluated and based on the received feedback the software was improved and reevaluated. Based on the results of the evaluations we can conclude that the game is well suited for its target audience and is a good complement, and even replacement for some of the traditional face-to-face exercise sessions. However, we also noticed that making the game available without obligation to use was not the best approach. A good embedding into the course is needed to ensure that all students use the game. In this paper we present the game, explain and motivate its evolution, and present lessons learned.
逻辑真值表教学游戏的开发与评价
多年来,我们计算机科学学士课程第一年的逻辑课程已经成为许多学生的严重绊脚石。他们发现形式和抽象的逻辑机制很难处理。许多人拖延,这导致对基本原则的理解不足,这反过来又导致他们更加落后。之前的补救措施收效甚微。因为教育游戏被认为是一种促进学习的有趣方式,所以我们决定为这门课程开发一款教育游戏。这是一款受现有纸牌游戏启发的双人竞技游戏。我们将这个纸牌游戏改编为命题逻辑,并将其数字化为应用程序。开发是以迭代的方式完成的。对每个版本进行评估,并根据收到的反馈对软件进行改进和重新评估。根据评估结果,我们可以得出结论,该游戏非常适合其目标受众,是一种很好的补充,甚至是替代一些传统的面对面锻炼课程。然而,我们也注意到,在没有义务使用的情况下提供游戏并不是最好的方法。要确保所有学生都能使用游戏,就必须将游戏很好地嵌入到课程中。在本文中,我们将呈现这款游戏,解释并推动其发展,并呈现我们所吸取的经验教训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信