Comparative analysis of 2D games and artwork as the motivation to learn programming

H. Tsukamoto, H. Nagumo, Y. Takemura, Ken-ichi Matsumoto
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引用次数: 7

Abstract

In order to motivate students to learn programming, many instructors have tried to use games, robots, narative media, artwork, and so on hoping that they would impress their students. However, there has not been any comparative study of these outcomes. In this research, two outcomes of programming, games and artwork have been studied together, and the motivation factors of them have been comparatively analyzed. Processing programming environment was used as the common programming environment for the two outcomes, and the motivation of the students was analyzed using our original questionnaire based on the ARCS (Attention, Relevance, Confidence, and Satisfaction) motivation model. The questionnaire was conducted three times: early, middle, and late in the course. The average scores for all the four factors in the ARCS model were higher for the game course than the one for the artwork course for all the three trials of the questionnaire. The average scores for the four factors for the game course decreased as the learning phase progressed.
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将2D游戏和美术对比分析作为学习编程的动力
为了激励学生学习编程,许多教师尝试使用游戏、机器人、叙事媒体、艺术作品等,希望他们能给学生留下深刻印象。然而,这些结果还没有任何比较研究。本研究将编程、游戏和美术这两种成果放在一起进行研究,并对其动机因素进行比较分析。采用加工编程环境作为两种结果的共同编程环境,并采用基于ARCS (Attention, Relevance, Confidence, Satisfaction)动机模型的原始问卷对学生的动机进行分析。调查问卷分三次进行:课程的早期、中期和后期。游戏课程在ARCS模型中四个因素的平均得分均高于美术课程在三次问卷试验中的平均得分。游戏课程的四个因素的平均分数随着学习阶段的进展而下降。
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