M. L. Lehat, Rashidah Mokhtar, Nora Mohd Basir, Yusnita Sokman
{"title":"编程:小学生对教育数字游戏的态度研究","authors":"M. L. Lehat, Rashidah Mokhtar, Nora Mohd Basir, Yusnita Sokman","doi":"10.7763/IJCTE.2015.V7.962","DOIUrl":null,"url":null,"abstract":"Abstract — There is an emerging trend of using games for learning purposes and previous research has looked at how the concept is applied in different fields. However, little studies have been done to examine how programming affects primary school students especially in the Malaysian context. To better understand how learners respond to the use of digital games in learning programming, this exploratory case study is performed by examining the attitude of upper primary schools students towards its usage. The students were asked to perform several learning activities using games during which observations were made and questionnaires were distributed for data collection. The outcome of the study will be useful in the future development of games that are suitable to the students’ age and level. By identifying the learners’ preference, it can help to guide the development of digital games especially in the field of programming. Index Terms — Digital games, education, primary students, programming.","PeriodicalId":306280,"journal":{"name":"International Journal of Computer Theory and Engineering","volume":"19 30","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Programming: A Study on Upper Primary Students\\\" Attitude towards Education Digital Games\",\"authors\":\"M. L. Lehat, Rashidah Mokhtar, Nora Mohd Basir, Yusnita Sokman\",\"doi\":\"10.7763/IJCTE.2015.V7.962\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract — There is an emerging trend of using games for learning purposes and previous research has looked at how the concept is applied in different fields. However, little studies have been done to examine how programming affects primary school students especially in the Malaysian context. To better understand how learners respond to the use of digital games in learning programming, this exploratory case study is performed by examining the attitude of upper primary schools students towards its usage. The students were asked to perform several learning activities using games during which observations were made and questionnaires were distributed for data collection. The outcome of the study will be useful in the future development of games that are suitable to the students’ age and level. By identifying the learners’ preference, it can help to guide the development of digital games especially in the field of programming. Index Terms — Digital games, education, primary students, programming.\",\"PeriodicalId\":306280,\"journal\":{\"name\":\"International Journal of Computer Theory and Engineering\",\"volume\":\"19 30\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Computer Theory and Engineering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7763/IJCTE.2015.V7.962\",\"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 Computer Theory and Engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7763/IJCTE.2015.V7.962","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Programming: A Study on Upper Primary Students" Attitude towards Education Digital Games
Abstract — There is an emerging trend of using games for learning purposes and previous research has looked at how the concept is applied in different fields. However, little studies have been done to examine how programming affects primary school students especially in the Malaysian context. To better understand how learners respond to the use of digital games in learning programming, this exploratory case study is performed by examining the attitude of upper primary schools students towards its usage. The students were asked to perform several learning activities using games during which observations were made and questionnaires were distributed for data collection. The outcome of the study will be useful in the future development of games that are suitable to the students’ age and level. By identifying the learners’ preference, it can help to guide the development of digital games especially in the field of programming. Index Terms — Digital games, education, primary students, programming.