Exploring Effects of Gamified Collaborative Face-to-Face Learning of Regular Expressions

Matthias Ehlenz, B. Küppers, Thiemo Leonhardt, U. Schroeder
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Abstract

This contribution presents a case study on the extension of traditional approaches to blended learning in theoretical computer science at university level by incooperating modern multitouch tabletop displays for collaborative learning. The evaluated serious game about regular expressions provides a collaborative learning experience for groups of students and allows precise control of difficulty. It includes gamification elements and allows extensive analytics of learner activities. The didactical approach is evaluated in a case study with randomized test and control groups consisting of students in the same semester who had no curricular contact with the topic prior to the experiment. The test group consisting of 34 students tackled regular expressions by playing the learning game with minimal intervention by an educator. The control group consisting of 59 students had a lecture about the same contents as the learning game. To measure the success of the game regarding learning outcome, three tests were taken, a pre-test prior to and a post-test after the instructional phase. To compare the sustainability of both methods, a third test was taken two weeks later. The results are discussed regarding the learning outcomes on different levels of Anderson and Krathwohl’s revised version of Bloom’s taxonomy of educational objectives.
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探索游戏化协作式正则表达式面对面学习的效果
这篇文章提出了一个案例研究,通过不合作的现代多点触控桌面显示器进行协作学习,将传统方法扩展到大学水平的理论计算机科学混合学习。经过评估的关于正则表达式的严肃游戏为学生群体提供了一种协作学习体验,并允许精确控制难度。它包括游戏化元素,并允许对学习者的活动进行广泛的分析。在一个案例研究中,对教学方法进行了评估,随机测试组和对照组由同一学期的学生组成,这些学生在实验之前没有与该主题有过课程接触。由34名学生组成的测试组通过玩学习游戏来解决正则表达式问题,教育工作者的干预最少。由59名学生组成的对照组听取了与学习游戏内容相同的讲座。为了衡量游戏在学习结果方面的成功,进行了三次测试,在教学阶段之前进行了预测试,在教学阶段之后进行了后测试。为了比较两种方法的可持续性,两周后进行了第三次测试。本文讨论了Anderson和Krathwohl对Bloom教育目标分类的修正后在不同层次上的学习结果。
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