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Bots (Main) Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game

机译:机器人和(主要)框架:在教育编程游戏中探索有形块和协作效果的影响

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While recent work has begun to evaluate the efficacy of educational programming games, many common design decisions in these games (e.g., single player gameplay using touchpad or mouse) have not been explored for learning outcomes. For instance, alternative design approaches such as collaborative play and embodied interaction with tangibles may also provide important benefits to learners. To better understand how these design decisions impact learning and related factors, we created an educational programming game that allows for systematically varying input method and mode of play. In this paper, we describe design rationale for mouse and tangible versions of our game, and report a 2×2 factorial experiment comparing efficacy of mouse and tangible input methods with individual and collaborative modes of play. Results indicate tangibles have a greater positive impact on learning, situational interest, enjoyment, and programming self-beliefs. We also found collaborative play helps further reduce programming anxiety over individual play.
机译:虽然最近的工作已经开始评估教育编程游戏的功效,但在这些游戏中许多常见的设计决策(例如,使用触摸板或鼠标或鼠标)尚未探讨学习结果。例如,替代设计方法,例如协作播放和体现与切片的互动也可能对学习者提供重要的好处。为了更好地了解这些设计决策如何影响学习和相关因素,我们创建了一个教育编程游戏,允许系统地改变输入法和播放模式。在本文中,我们描述了我们游戏的鼠标和有形版本的设计理由,并报告了一个2×2因子实验比较了小鼠和有形输入方法与个人和协作模式的疗效。结果表明切片对学习,情境,享受和编程自信产生更大的积极影响。我们还发现协作游戏有助于进一步降低个人戏剧的编程焦虑。

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