如果记忆起作用:如何设计和评估本科学生的教学指针游戏

Monica Mcgill, Chris Johnson, J. Atlas, Durell Bouchard, C. Messom, Ian Pollock, M. A. Scott
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引用次数: 11

摘要

游戏可以作为丰富计算机科学教育的宝贵工具,因为它们可以促进许多可以促进学习和激发情感变化的条件。作为第22届ACM计算机科学教育创新与技术年会(ITiCSE 2017)的一部分,计算机科学教育游戏开发工作组召开会议,以扩展他们之前的工作,对文献进行回顾,并对120多个支持计算教学的教育游戏进行回顾。工作组在此基础上设计并开发了基于特定学习目标的游戏原型。他们向计算机教育社区提供了游戏的源代码,以供进一步审查、改编和探索。为了帮助这一努力,工作组还选择探索建立有效性所需的研究方法,强调需要更严格的方法来评估在计算机科学教育中使用游戏的有效性。这份报告为计算机科学教育的游戏知识体系提供了两个不同的贡献。我们以案例研究的形式呈现了一份经验报告,描述了If Memory serve的设计和开发,这是一款支持本科生教学指针的游戏。然后,我们提出了一些指导方针来验证其有效性,这些有效性基于评估游戏和媒体学习的理论方法。我们邀请计算机科学教育界探索游戏在课堂上的潜力,并报告其实现既定学习成果的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
If Memory Serves: Towards Designing and Evaluating a Game for Teaching Pointers to Undergraduate Students
Games can serve as a valuable tool for enriching computer science education, since they can facilitate a number of conditions that can promote learning and instigate affective change. As part of the 22nd ACM Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE 2017), the Working Group on Game Development for Computer Science Education convened to extend their prior work, a review of the literature and a review of over 120 educational games that support computing instruction. The Working Group builds off this earlier work to design and develop a prototype of a game grounded in specific learning objectives. They provide the source code for the game to the computing education community for further review, adaptation, and exploration. To aid this endeavor, the Working Group also chose to explore the research methods needed to establish validity, highlighting a need for more rigorous approaches to evaluate the effectiveness of the use of games in computer science education. This report provides two distinct contributions to the body of knowledge in games for computer science education. We present an experience report in the form of a case study describing the design and development of If Memory Serves, a game to support teaching pointers to undergraduate students. We then propose guidelines to validate its effectiveness rooted in theoretical approaches for evaluating learning in games and media. We include an invitation to the computer science education community to explore the game's potential in classrooms and report on its ability to achieve the stated learning outcomes.
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