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The Effectiveness of Games as Assignments in an Introductory Programming Course

机译:游戏的有效性作为介绍编程过程中的作业

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Computer games are an often cited motivational tool used as assignments in introductory programming courses. This paper presents the results of a study that attempts to quantify the effectiveness of computer games as programming projects over non-games. Students completed five major programming assignments during the semester in an introductory programming course. For each assignment, students were given an option between two programming projects, a game and a non-game. Throughout the term, 78.9% of the assignments submitted by students were the game option. The average grade, however, on game assignments was 89.1%, while the non-game average was 95.1%. In a post-term survey 84% of student respondents answered "yes" to the question, "Did the games provide any extra motivation for you to complete the projects with a high level of quality?" Results suggest that games do indeed provide psychological motivation and increase course enjoyment, even though they may not improve students' scores.
机译:计算机游戏是一个经常引用的动机工具,用作介绍性编程课程中的任务。本文提出了一项研究的结果,试图量化计算机游戏的有效性作为在非游戏中的编程项目。学生在入门编程课程中完成了五个主要的编程任务。对于每个任务,学生在两个编程项目,游戏和非游戏之间进行了一种选择。始终,学生提交的78.9%的任务是游戏选项。然而,在游戏作业上的平均等级为89.1%,而非比赛平均值为95.1%。在一次调查后84%的学生受访者回答“是”的问题,“奥运会是否为您完成了具有高质量水平的项目提供了任何额外的动力?”结果表明,游戏确实提供了心理动机并增加了课程享受,尽管他们可能不会改善学生的分数。

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