Exploring the efficacy of computer games as a pedagogical tool for teaching and learning programming: A systematic review

IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Kuuku Nyameye Wilson, Benjamin Ghansah, Patricia Ananga, Stephen Opoku Oppong, Winston Kwamina Essibu, Einstein Kow Essibu
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引用次数: 0

Abstract

This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether computer games, primarily designed for entertainment, can effectively facilitate the teaching and learning of programming concepts. By analysing existing literature, this review aims to provide insights into the potential benefits, challenges, and overall efficacy of using computer games as a pedagogical tool for teaching and learning programming. Key themes explored include student engagement, skill acquisition, and the impact on learning outcomes. The findings of this review contribute to a deeper understanding of the innovative intersection between gaming and programming education and offer practical implications for educators and instructional designers.

探索电脑游戏作为编程教学工具的功效:系统回顾
这篇系统的文献综述研究了在编程教学中使用电脑游戏作为教学辅助工具的情况。随着技术无处不在地渗透到现代生活的方方面面,游戏设备与教育环境的结合也越来越受到关注。本文探讨了以娱乐为主要目的的电脑游戏能否有效促进编程概念的教学。通过分析现有文献,本综述旨在深入探讨将电脑游戏作为编程教学工具的潜在益处、挑战和总体功效。探讨的关键主题包括学生参与度、技能习得以及对学习成果的影响。本综述的研究结果有助于加深对游戏与编程教育之间创新交叉的理解,并为教育工作者和教学设计者提供了实际意义。
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来源期刊
Education and Information Technologies
Education and Information Technologies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
10.00
自引率
12.70%
发文量
610
期刊介绍: The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments. The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts.  The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.
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