Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-05 DOI:10.1016/j.entcom.2024.100850
Joan Arnedo-Moreno, David García-Solórzano
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Abstract

The acquisition of computational thinking and coding skills is of special significance in helping adult learners keep pace with a new context where those skills are required for many parts of the workforce. However, there is an agreement in the scientific literature that important challenges exist, such as keeping student engagement and the requirement of developing problem-solving skills, and not just learning the code syntax. The inclusion of digital Game-Based Learning (GBL) has shown great potential. To better understand how it can be helpful to adult learners in STEM degrees, a study was conducted on the application of two very popular commercial video games in different introductory programming courses at an online university, during the introduction of basic programming topics (CS1). The methods combined a descriptive qualitative and a quantitative approach, using a reflective journals and questionnaires, which helped students consider and express their experiences, how they interacted with the games, how the games helped them better understand the topics, and realize their personal progress and potential. Results showed that the use of these games as educational resources had a positive impact in their engagement and sense of self-efficacy, but only if some important instructional considerations are taken into account.

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编程乐趣(damentals):利用商业视频游戏向成人学习者传授基础编码知识
在许多工作领域都需要计算思维和编码技能的新背景下,帮助成人学习者跟上时代的步伐具有特别重要的意义。然而,科学文献一致认为存在着重要的挑战,如保持学生的参与度,要求培养学生解决问题的能力,而不仅仅是学习代码语法。数字游戏式学习(GBL)已显示出巨大的潜力。为了更好地了解游戏式学习对 STEM 专业的成人学习者有何帮助,我们在一所网络大学的不同编程入门课程(CS1)中应用了两款非常流行的商业视频游戏。研究方法结合了定性描述法和定量分析法,使用了反思日记和调查问卷,帮助学生思考和表达他们的经历、他们是如何与游戏互动的、游戏是如何帮助他们更好地理解主题并实现个人进步和潜力的。结果表明,使用这些游戏作为教育资源对学生的参与和自我效能感有积极影响,但前提是必须考虑到一些重要的教学因素。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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