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Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students

机译:使用在线严肃的游戏来教授基本的编程概念,并促进高中生的游戏体验

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Teaching programming to pre-university students has attracted a great deal of attention in the last years. The benefits of teaching programming before University have been investigated by taking several approaches to improve the students’ learning scores, motivation and satisfaction levels. Serious Games (SGs) are also gaining an increasing research interest for education. SGs can be defined as games designed for a primary goal other for than pure entertainment. In the case of this paper, the DFD-C serious game has been created to investigate whether High School students will improve their learning of programming fundamentals and, if there are gender differences in the improvement. Moreover, it is explored the perception of the gameful experience by the students when using a serious game such as DFD-C, and if this perception is different in the case of boys or girls. An experiment with 38 K-10 High School students has been carried out during the 2019–2020 academic year. All students took a pre-test at the beginning of the experiment. After that, they were randomly split into a control group (no use of DFD-C) and a test group (use of DFD-C). Finally, all of them took the same test (post-test) to measure their learning gains. The test group also completed the Gamefulquest questionnaire to evaluate their perception of the gameful experience. A significant improvement in the scores of the test students was registered, with no gender differences. Moreover, the answers to the Gamefulquest reveal that students had a positive gameful experience, being the ratings of the girls slightly higher than boys. It is concluded that using SGs to teach learning programming fundamentals to High School students increased their learning scores and students perceived the sense of playfulness, guidance and social experience of the SG without having significant differences between girls and boys.
机译:教学规划到大学前的学生在过去几年中引起了大量的关注。通过采取几种方法来提高学生的学习评分,动机和满足程度,调查了大学前教学方案的好处。严重的比赛(SGS)也在获得对教育的越来越越来越多的研究兴趣。 SGS可以定义为专为纯娱乐而设计的主要目标的游戏。就本文而言,已创建DFD-C严重游戏以调查高中生是否会改善他们的编程基础知识的学习,以及改进方面存在性别差异。此外,它探讨了学生使用诸如DFD-C等严重游戏时的游戏体验的看法,如果这种感知在男孩或女孩的情况下。在2019-2020学年进行了38 K-10高中生的实验。所有学生在实验开始时都进行了预先测试。之后,将它们随机分成对照组(不使用DFD-C)和测试组(使用DFD-C)。最后,所有这些都采取了相同的测试(测试后)来衡量他们的学习收益。该测试组还完成了游戏的问卷,以评估他们对游戏体验的看法。注册了测试学生评分的重大改善,没有性别差异。此外,游戏的答案揭示了学生进行了积极的游戏体验,是女孩的评级略高于男孩。结论是,使用SGS向高中学生教导学习编程基本面提高他们的学习成绩,学生感受到了SG的娱乐感,指导和社会经验,而不是女孩和男孩之间存在显着差异。

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