高等教育中的严肃编程游戏

Thomas Hainey, Gavin Baxter
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摘要

编程是一项难度极高的技能,是高等教育(HE)中许多本科课程的组成部分。随着游戏技术的发展,教育工作者有越来越多的机会为学生提供创新的评估工具,让他们在课程中身临其境,用图形显示时代的发展。这有可能是辅助性的,也有可能在更大程度上与学习成果和评估结果密不可分。值得注意的是,严肃游戏和基于游戏的学习(GBL)因其激励性和新颖的学习方法而受到教育学家的高度关注。本文将概述两项实证研究,目的是开发一款游戏,用于在高等教育阶段教授编程。第一项研究将评估计算机游戏在编程教学中的可接受性,并制定内容整合开发要求。第二项研究将概述对所开发的游戏的评估,该游戏作为一种形成性评估工具被放置在一个模块中,以帮助学习者为正式的课堂测试进行复习。第一项研究表明,游戏的可接受性很高,有 61 名参与者填写了可接受性/内容整合问卷。该游戏旨在巩固初级和高级编程概念、数据结构和算法方面的知识。48 名参与者对研究二中的游戏进行了评估,结果普遍表明,他们喜欢把游戏作为一种复习替代方法,14% 的参与者认为游戏非常有效,51% 的参与者认为游戏能有效帮助他们准备课堂测试。大多数参与者还认为,游戏可以在自主学习课程中用作形成性和总结性评估。
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A Serious game for programming in higher education

Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher Education (HE) level. With the advancement of games technology there is an increasing opportunity for educators to provide innovative assessment tools for students on their courses which are highly immersive and graphically indicative of the times. This could potentially be in a supplementary capacity or to a greater extent inextricably linked to the learning outcomes and assessment outcomes. Notably serious games and Games-Based Learning (GBL) have received high levels of attention from educationalists due to being motivational, novel learning approaches. This paper will outline two empirical studies conducted to develop a game to teach programming at HE level. The first study will gauge the acceptability of a computer game for teaching programming and formulating content integration development requirements. The second study will outline the evaluation of the developed game being placed in a module as a formative assessment tool to assist learners to revise for their formal class test. Study one showed that acceptability of the game was high with 61 participants completing an acceptability/content integration questionnaire. The game was designed to consolidate knowledge on rudimentary and advanced programming concepts, data structures and algorithms. 48 participants evaluated the game in study two with the results generally indicating that they enjoyed playing the game as a revision alternative with 14% of participants rating it as very effective and 51% of participants as effective for allowing them to prepare for their class test. The majority of participants also believed that games could be utilised in a formative and summative assessment capacity on courses for independent study.

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