Owen Noel Newton Fernando, Vinayak Teoh Kannappan, Xavier Tan, Jeffrey Yan Jack Hong, Anupam Chattopadhyay, Seah Hock Soon
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To evaluate the potential impact of the interactive game and implications of productive failure on student learning; a pre-test, post-test and delayed-test were developed and used in the evaluation process. Further, the technology acceptance model (TAM) was applied to examine the factors that influence the adoption of productive failure approach in learning data structures. For group 1, the game that they played would represent the pre-test equivalent for group 2. Both the game and quiz have the exact same challenges. The game was built to analyse and infer player's knowledge, skill level and improvements. A player profile manager and gameplay analytics framework were developed to support saving data on the PC for multiple users. The analytics system logs all player performance statistics for each stage. A new log file is created for every replay of the same level — these interfaces directly with the operating system's file system for data storage. Singleton pattern was also used to develop these systems. Each time a new player logs into the game, a file with a unique id is generated. The gameplay analytics system relies on the player's unique id to match its analytics file to a player. The post-test was done to measure their improvement after the lecture. 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引用次数: 0
摘要
本研究旨在探讨互动游戏与生产性失败(PF)概念相结合对培养创新教与学的效果。该研究还旨在促进创新方法,以改善学生在计算机科学学科中教授的数据结构概念,特别是链表概念的学习体验。“La Petite Fee Cosmo”是一款2D搭建桥梁的益智游戏,旨在帮助学生理解链表的基本概念,并培养学生在不同情况下创造性地使用链表的各种功能。评估互动游戏的潜在影响及成效失败对学生学习的影响;在评估过程中,开发了前测、后测和延迟测试。此外,应用技术接受模型(TAM)研究了影响在数据结构学习中采用生产失败方法的因素。对于第一组,他们所玩的游戏与第二组的测试前游戏相同。游戏和测验都有相同的挑战。游戏是用来分析和推断玩家的知识、技能水平和进步的。我们开发了玩家档案管理器和游戏玩法分析框架,以支持在PC上为多个用户保存数据。分析系统记录每个阶段所有球员的表现统计数据。为同一级别的每次重播创建一个新的日志文件——这些文件直接与操作系统的文件系统接口,用于数据存储。单例模式也被用于开发这些系统。每次新玩家登录游戏时,都会生成一个具有唯一id的文件。玩法分析系统依靠玩家的唯一id来匹配分析文件。课后测试是为了衡量他们在讲座后的进步。另一方面,延迟测试是为了评估学生在一段时间内对各自组的知识的记忆程度,并验证结果。
This study aims to investigate the effectiveness of combining an interactive game and the concept of productive failure (PF) to nurture innovative teaching and learning. The study also aims to promote innovative approaches to improve students’ learning experience in data structure concepts taught in computer science disciplines, especially in the linked list concepts. A 2D bridge-building puzzle game, “La Petite Fee Cosmo” was developed to assist students in understanding the underlying concepts of the linked list and foster creative usage of the various functionalities of a linked list in diverse situations. To evaluate the potential impact of the interactive game and implications of productive failure on student learning; a pre-test, post-test and delayed-test were developed and used in the evaluation process. Further, the technology acceptance model (TAM) was applied to examine the factors that influence the adoption of productive failure approach in learning data structures. For group 1, the game that they played would represent the pre-test equivalent for group 2. Both the game and quiz have the exact same challenges. The game was built to analyse and infer player's knowledge, skill level and improvements. A player profile manager and gameplay analytics framework were developed to support saving data on the PC for multiple users. The analytics system logs all player performance statistics for each stage. A new log file is created for every replay of the same level — these interfaces directly with the operating system's file system for data storage. Singleton pattern was also used to develop these systems. Each time a new player logs into the game, a file with a unique id is generated. The gameplay analytics system relies on the player's unique id to match its analytics file to a player. The post-test was done to measure their improvement after the lecture. The delayed test, on the other hand, was conducted to evaluate how well students can retain the knowledge over a certain period for the respective group and to verify the results.