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An experimental evaluation of scaffolded educational games design for programming

机译:编程脚手架教育游戏设计的实验评价

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The effectiveness of educational games design has been the issue of many researches in recent years to support Computer Science (CS) novices, especially in the context of learning introductory programming courses. This issue has been highlighted due to the difficulties faced by students in developing algorithms related to programming concept, program construction as well as understanding and applying programming control structures. To overcome the identified difficulties and improve teaching and learning of programming, a number of research works have proposed educational games to motivate and engage their novices. However, to our knowledge, past research had applied general scaffolding characteristics in their games, but none has adapted these characteristics in the context of educational games design. As a result, three scaffolded educational games design characteristics are adapted to be embedded into our games. As proof of concept, a number of puzzle-based educational games which focus on decision-making structures are redesigned and redeveloped for teaching and learning programming. To validate the design, an experiment is conducted to 30 CS novices, who are randomly assigned into control and experimental groups. The results showed the educational games design-scaffolding characteristics are perceivably effective in assisting CS novices in learning programming. Therefore, the findings suggest these scaffolding characteristics have successfully been embedded as an effective educational games design technique.
机译:教育游戏设计的有效性是近年来支持计算机科学(CS)新手的许多研究的问题,特别是在学习介绍性编程课程的背景下。由于学生在开发与编程概念,节目施工以及理解和应用编程控制结构相关的算法中所面临的困难,因此突出了这个问题。为了克服所确定的困难和改进编程教学和学习,一些研究工作已经提出了教育游戏来激励和参与他们的新手。然而,对于我们的知识,过去的研究已经在他们的游戏中应用了一般脚手架特征,但没有在教育游戏设计的背景下改编这些特征。因此,三个脚手架的教育游戏设计特征适用于嵌入我们的游戏中。作为概念证明,一些专注于决策结构的拼图教育游戏被重新设计并重新开发用于教学和学习编程。为了验证设计,将实验进行到30CS新手,他随机分配到控制和实验组。结果表明,教育游戏设计 - 脚手架特征可见可感知有效地协助CS新手学习编程。因此,调查结果表明这些脚手架特征已成功嵌入为有效的教育游戏设计技术。

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