3/23/2023 0 Comments Bluej main methodThe outcome of this research shows that the proposed approach helps to reduce the disenchantment associated with learning the first programming language. ![]() Impact on Society: Programming is an essential skill for computer science students. We need to identify how to address these issues when resources are not sufficient to provide an individualized gaming experience. Gender difference also plays an important role in selecting game genres. Experience and interest in game-playing differ significantly between students. However, we have to make sure that the types and timing of bugs do not hinder the flow experience of the players, Recommendation for Researchers: Students normally play industry-level high-quality games. Recommendations for Practitioners: Empowering the students to fix the bugs in the educational games they play will motivate them to stay in the game and learn continuously. However, the result fails to suggest a significant positive correlation between the flow experience and academic performance. Findings: The results show that the first-year programming students who play the fix-and-play game gain statistically significant improvement in their academic performance. Contribution: The results derived from this research provide empirical evidence that the fix-and-play educational games ease some challenges in learning programming and motivate the students to play and learn. The proposed approach was systematically evaluated using a quasi-experimental design in real classroom settings in two countries, Sri Lanka, and USA. During the play, the program keeps records of the student’s academic progress and the time logs at different stages to measure the flow experience of the students. A number of errors were intentionally implanted in the game at different levels, and the students were challenged to fix the bugs before continuing the game. Methodology: A simple casual game Shoot2Learn was created for learning the fundamentals of branching. students are interested in creating their own games. ![]() young students are fond of playing digital games, and 3. Background: Traditionally, learning the first computer programming language is considered challenging, In this study, we propose the fix-and-play gaming approach that utilizes the following three facts to alleviate certain difficulties associated with learning programming: 1. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. In the analyses, the peer mentoring group was preferable in peer tutoring for programming languages with demonstration, while the non-peer mentoring group did not appear significant.Īim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. The results show that learning activities with the online peer-tutoring platform for programming languages could assist both groups in enhancing their learning achievement and ensure positive attitudes toward programming languages. Based on these teaching methods for peer learning, 52 undergraduates were divided into experimental groups A and B each group was further divided into peer mentoring group and non-peer mentoring group based on the ability levels. ![]() With students with higher learning ability as tutors and those with lower learning ability as tutees, tutors can provide online peer tutoring for programming languages via demonstrations and flowcharts to discuss the effects of using different teaching methods for learning activities on the learning achievement of tutees. With the peer tutoring learning environment to encourage students’ mutual learning and development, an online peer-tutoring platform for programming languages with peer mentoring is established herein for one-to-one peer tutoring activities. Web-based cooperative learning could enhance students’ learning motivation however, learning activities in this process are rather confusing because of the lack of structured learning strategies, resulting in unfavorable learning achievements.
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