Students' perceptions on game-based classroom response system in a computer programming course

H. Z. Abidin, F. Zaman
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引用次数: 19

Abstract

The use of game-based learning in the classroom has turned out to be a trend nowadays. Most game-based learning tools and platforms are based on a quiz concept where the students can score points if they can choose the correct answer among multiple answers. Based on our experience in Faculty of Electrical Engineering, Universiti Teknologi MARA, most undergraduate students have difficulty to appreciate the Computer Programming course thus demotivating them in learning any programming related courses. Game-based learning approach using a Game-based Classroom Response System (GCRS) tool known as Kahoot is used to address this issue. This paper presents students' perceptions on Kahoot activity that they experienced in the classroom. The study was carried out by distributing a survey form to 120 students. Based on the feedback, majority of students enjoyed the activity and able to attract their interest in computer programming.
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计算机程序设计课程中学生对基于游戏的课堂反应系统的看法
如今,在课堂上使用基于游戏的学习已成为一种趋势。大多数基于游戏的学习工具和平台都是基于测验的概念,如果学生能够在多个答案中选择正确的答案,他们就可以得分。根据我们在马拉理工大学电气工程学院的经验,大多数本科生很难理解计算机程序设计课程,从而使他们对学习任何与程序设计相关的课程失去动力。基于游戏的学习方法使用了一种名为Kahoot的基于游戏的课堂反应系统(GCRS)工具来解决这个问题。本文介绍了学生在课堂上对Kahoot活动的看法。这项研究是通过向120名学生分发调查表格来进行的。根据反馈,大多数学生喜欢这个活动,并且能够吸引他们对计算机编程的兴趣。
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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