Gamification of Computer Programming Tasks to Promote the Growth Mind-Set in a Disadvantaged School

G. Gorman, Nigel McKelvey, Thomas C. Dowling
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Abstract

This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O’Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data revealed a large drop in the perseverance of effort with the control group while learning computer programming. Significantly, the intervention shielded the focus group from experiencing the same drop while learning to code. This research found an increase in the growth mind-set behaviour as the intervention progressed. Additionally, the study revealed that some game elements were effective at incentivising growth mind-set behaviour like perseverance, while others were less successful. These findings are important for educators to consider when they find their Coding students showing a helpless response to challenge as this research sets out a clear path to successfully incentivise persistence and changing strategy in the face of challenge.
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计算机编程任务的游戏化促进弱势学校的成长心态
本文描述了爱尔兰一所弱势学校的初级周期编码学生的成长思维模式干预。这种干预建立在O 'Rourke等人(2016)的工作基础上,并将研究结果应用于计算机编程设置,其中游戏化用于激励学生学习编程的成长性思维模式行为。数据显示,在学习计算机编程时,控制组的毅力大大下降。值得注意的是,干预措施使焦点小组在学习编程时不会经历同样的下降。这项研究发现,随着干预的进行,成长型思维模式行为有所增加。此外,该研究还揭示了一些游戏元素能够有效地激励成长型思维模式行为,如毅力,而其他元素则不那么成功。当教育工作者发现他们的编程学生对挑战表现出无助的反应时,这些发现对他们来说很重要,因为这项研究为成功激励学生在面对挑战时坚持不懈和改变策略提供了一条清晰的途径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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