BUNNY CODE: INTERACTIVE EDUCATIONAL CODING GAMES FOR KIDS

Muhammad Yazid Bin Noor Rahimi, Muhammad Zulhilmie Bin Mohamad Rosdi, A. Zeki
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Abstract

This paper presents the analysis and design of a prototype system aimed at making coding engaging for individuals of all ages, from primary school students to seasoned learners familiar with the basics of programming. The primary objective is to enhance the accessibility and appeal of coding education across different age groups. The study begins by providing an overview of the Bunny Code project, outlining its scope and objectives. It describes the methodology employed, including the system architecture design, use case diagram, use case narratives, activity diagram, sequence diagram, and the prototype design. The comprehensive analysis and design process are detailed to provide insights into the development of an interactive coding learning platform. In addition to the technical aspects, this paper discusses the results of an online survey conducted to gather perspectives from the target user demographic. By incorporating user feedback into the design process, the study aims to ensure that the prototype system meets the needs and expectations of its intended audience. Ultimately, this research contributes to the field of educational technology by proposing innovative approaches to make coding accessible and engaging for learners of varying age groups. The findings and methodologies outlined in this paper serve as a foundation for the development of interactive and inclusive coding education tools, such as the Bunny Code platform.
BUNNY CODE:儿童互动编码教育游戏
本文介绍了对一个原型系统的分析和设计,该系统旨在让从小学生到熟悉编程基础知识的资深学习者等各个年龄段的人都能参与编码。其主要目的是提高编码教育在不同年龄段的可及性和吸引力。本研究首先概述了 "兔子代码 "项目的范围和目标。它介绍了所采用的方法,包括系统架构设计、用例图、用例叙述、活动图、顺序图和原型设计。详细介绍了综合分析和设计过程,为开发交互式编码学习平台提供了见解。除了技术方面,本文还讨论了为收集目标用户观点而进行的在线调查的结果。通过将用户反馈纳入设计过程,本研究旨在确保原型系统满足其目标受众的需求和期望。最终,本研究提出了创新方法,使不同年龄段的学习者都能使用和参与编码,为教育技术领域做出了贡献。本文概述的研究结果和方法可作为开发交互式和包容性编码教育工具(如 Bunny Code 平台)的基础。
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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