首页> 外文会议>Sriwijaya International Conference on Information Technology and Its Applications >Usability, User Experience, Learning Motivation, and Learning Rate Characteristic of Learning Programming Using Game Making on Users with Different Computer Experience
【24h】

Usability, User Experience, Learning Motivation, and Learning Rate Characteristic of Learning Programming Using Game Making on Users with Different Computer Experience

机译:使用不同计算机体验的用户使用游戏进行学习编程的可用性,用户体验,学习动机和学习率特征

获取原文

摘要

Encouraging young children is an important activity for Sriwijaya University. One way to do this is by training aimed at increasing young children knowledge, skills and awareness. The activities in this training involved students and teachers from the Seventh day Adventist Junior High School in Palembang. The students were given the skills of basic programming in game making using Construct 2. This training will evaluate the usability, user experience, learning motivation and learning rate of Construct 2 to introduce programing to different users with different level of computer experience. The advantage of Construct 2 compared to other game engines lies in its simplicity, easy to understand and adheres to the concept of drag-and-drop so that it is easier and more interesting to be used by junior high school students and teachers who have no programing experience. The study involved introducing the programming and computer game making to junior high school students and teachers so as to create the mindset that making software is not as difficult as imagined. The goal of this study was to observe and compare the usability, user experience, learning motivation and learning rate of Construct 2 as a tool to learn programming by the students and teachers of Seventh day Adventist Junior High School in Palembang. Informatics students with at least 3 years of programming experience will be used as a benchmark to compare the experience to students and teachers. This study shows different levels of score of usability, user experience, learning motivation and learning rate for different type of users with the lowest score belonging to informatics students.
机译:鼓励幼儿是斯里威亚大学的重要活动。这样做的一种方法是通过培训旨在增加年轻的孩子知识,技能和意识。这项培训中的活动涉及到帕尔蒙邦第七天复临初中的学生和教师。学生们获得了使用构造的游戏制作中基本规划技能2.此培训将评估构造2的可用性,用户体验,学习动机和学习率,以便为具有不同电脑体验级别的不同用户介绍对不同用户的编程。与其他游戏发动机相比,构造2的优势在于它的简单性,易于理解并遵守拖放的概念,使得初中生和没有的老师更容易和更有趣编程经验。该研究涉及向初中的学生和教师引入编程和计算机游戏,以创造制造软件并不像想象的那么困难的心态。本研究的目标是观察和比较构造2的可用性,用户体验,学习动机和学习率作为学习掌上七天复发主义初中的学生和教师的工具。患有至少3年的编程经验的信息学生将被用作比较学生和教师的经验的基准。本研究显示了不同类型用户的可用性,用户体验,学习动机和学习率的不同程度,具有属于信息学生的最低分数。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号