{"title":"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","authors":"Stamatios Papadakis, M. Kalogiannakis","doi":"10.1504/ijtcs.2019.10024369","DOIUrl":null,"url":null,"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.","PeriodicalId":253960,"journal":{"name":"International Journal of Teaching and Case Studies","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"49","resultStr":"{\"title\":\"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\",\"authors\":\"Stamatios Papadakis, M. Kalogiannakis\",\"doi\":\"10.1504/ijtcs.2019.10024369\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":253960,\"journal\":{\"name\":\"International Journal of Teaching and Case Studies\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"49\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Teaching and Case Studies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1504/ijtcs.2019.10024369\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Teaching and Case Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1504/ijtcs.2019.10024369","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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
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.