高等教育程序设计课程中游戏作为课外活动的有效性研究

IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Silvia Arias-Herguedas, Alma Pisabarro-Marron, Carlos Vivaracho-Pascual, Alejandro Ortega-Arranz, Luis Ignacio Jiménez
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引用次数: 0

摘要

高等教育编程课程通常呈现高水平的学生不及格和退学率。在这种情况下,教育电子游戏的使用被认为是一种提高学生积极性和参与度的策略,从而有助于降低这种比率。然而,缺乏检验这种影响的实证研究,特别是当他们在正式课程(即课外)之外提出时,以及当学生参加不同的高等教育学士学位时。本文提出了一项采用学科间设计的横断面研究,其中315名学生(168名分配到实验条件,147名分配到控制条件)参加了以下学士学位之一:计算机科学学士学位(编程是核心学科)和统计学学士学位(不是)。这项研究持续了两个学年。通过测试前/测试后图式和对比最终课程成绩来衡量学习效果(客观评价)和调查学生的看法(主观评价)来评估结果。此外,考虑到活动的可选性质,对单身汉之间的参与水平进行了分析和比较。结果显示,实验组学生的学习成果与对照组学生的学习成果差异有统计学意义,本科学生的学习成果差异不明显(均为正)。在主观评价和参与方面,结果也是积极的,但在这种情况下,已经观察到单身汉之间的统计显著差异。这些积极的结果表明,它可能适用于其他高等教育和工程课程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Studying the Effectiveness of Games as an Extracurricular Activity in a Higher Education Programming Course

Higher Education programming courses usually present high levels of student failure and drop-out rates. Given this context, the use of educational video games is proposed as a strategy to increase the students' motivation and engagement, thus helping diminish such rates. However, there is a lack of empirical studies examining such effects, especially when they are proposed outside the formal curriculum (i.e., extracurricular) and when the students are enrolled in different Higher Education bachelors. This paper presents a cross-sectional study following a between-subjects design with 315 students (168 assigned to the experimental condition, 147 to the control condition) enrolled in one of the following bachelors: B.S. in Computer Science (where programming is a core subject), and B.S. in Statistics (where it is not). The study spanned two consecutive academic years. The outcomes were evaluated through a pre-/post-test schema and comparison of final course results to measure the effect on learning (objective assessment) and a survey to get the students' perceptions (subjective assessment). In addition, the level of participation was analyzed and compared between bachelors, considering the optional nature of the activity. Results show statistically significant differences in learning outcomes between the students in the experimental condition and those in the control group, without clear differences between Bachelors (the results are positive for both). In the subjective assessment and participation, the results are also positive, but, in this case, statistically significant differences between bachelors have been observed. These positive outcomes suggest its potential applicability to other Higher Education and Engineering courses.

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来源期刊
Computer Applications in Engineering Education
Computer Applications in Engineering Education 工程技术-工程:综合
CiteScore
7.20
自引率
10.30%
发文量
100
审稿时长
6-12 weeks
期刊介绍: Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.
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