{"title":"计算机游戏在高中面向对象程序设计教学中的作用——作为游戏方法的代码战斗","authors":"Omar Karram","doi":"10.37394/232010.2021.18.4","DOIUrl":null,"url":null,"abstract":"Computer games are an effective approach that enhances student’s motivation and innovation. Many modern teaching strategies have been implemented in the process of teaching different subjects such as learn to do, explore to learn, cognitive and meta-cognitive learning, and gamification. Gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement. This paper presents the role of computer games in enhancing high schools computer science students’ motivation and engagement through gamification. It’s illustrated the implementation of Code Combat as a teaching model for teaching object-oriented programming (OOP) which considered a tough topic in the computer science field. Code-Combat is a gamification platform that uses games elements to make coding interesting and engaging for students. It consists of different levels, where each level covers a specific topic in computer science and structures based on object oriented methodology such as(variables, conditions, loops and recursion). Key-Words: Gamification, motivation, high school students, Code Combat, object-oriented programming. Received: January 24, 2021. Revised: March 20, 2021. Accepted: March 31, 2021. Published: April 2, 2021.","PeriodicalId":39469,"journal":{"name":"Advances in Engineering Education","volume":"40 1","pages":"37-46"},"PeriodicalIF":0.0000,"publicationDate":"2021-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"The Role of Computer Games in Teaching Object-Oriented Programming in High Schools - Code Combat as a Game Approach\",\"authors\":\"Omar Karram\",\"doi\":\"10.37394/232010.2021.18.4\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Computer games are an effective approach that enhances student’s motivation and innovation. Many modern teaching strategies have been implemented in the process of teaching different subjects such as learn to do, explore to learn, cognitive and meta-cognitive learning, and gamification. Gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement. This paper presents the role of computer games in enhancing high schools computer science students’ motivation and engagement through gamification. It’s illustrated the implementation of Code Combat as a teaching model for teaching object-oriented programming (OOP) which considered a tough topic in the computer science field. Code-Combat is a gamification platform that uses games elements to make coding interesting and engaging for students. It consists of different levels, where each level covers a specific topic in computer science and structures based on object oriented methodology such as(variables, conditions, loops and recursion). Key-Words: Gamification, motivation, high school students, Code Combat, object-oriented programming. Received: January 24, 2021. Revised: March 20, 2021. Accepted: March 31, 2021. Published: April 2, 2021.\",\"PeriodicalId\":39469,\"journal\":{\"name\":\"Advances in Engineering Education\",\"volume\":\"40 1\",\"pages\":\"37-46\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-04-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Advances in Engineering Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.37394/232010.2021.18.4\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in Engineering Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37394/232010.2021.18.4","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
The Role of Computer Games in Teaching Object-Oriented Programming in High Schools - Code Combat as a Game Approach
Computer games are an effective approach that enhances student’s motivation and innovation. Many modern teaching strategies have been implemented in the process of teaching different subjects such as learn to do, explore to learn, cognitive and meta-cognitive learning, and gamification. Gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement. This paper presents the role of computer games in enhancing high schools computer science students’ motivation and engagement through gamification. It’s illustrated the implementation of Code Combat as a teaching model for teaching object-oriented programming (OOP) which considered a tough topic in the computer science field. Code-Combat is a gamification platform that uses games elements to make coding interesting and engaging for students. It consists of different levels, where each level covers a specific topic in computer science and structures based on object oriented methodology such as(variables, conditions, loops and recursion). Key-Words: Gamification, motivation, high school students, Code Combat, object-oriented programming. Received: January 24, 2021. Revised: March 20, 2021. Accepted: March 31, 2021. Published: April 2, 2021.
期刊介绍:
The journal publishes articles on a wide variety of topics related to documented advances in engineering education practice. Topics may include but are not limited to innovations in course and curriculum design, teaching, and assessment both within and outside of the classroom that have led to improved student learning.