Abstract

Contributions: This article presents a large-scale study which investigates students’ reaction to game-based learning as part of programming courses. The study focuses on knowledge acquisition, learner experience, and game usability. Background: Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of engagement with science, technology, engineering, and mathematics (STEM) subjects and high dropout rates in computer science and engineering majors is linked directly to the large number of unfilled vacancies in the ICT employment market. To tackle one of the underlying causes for this crisis, (i.e., traditional teaching paradigms struggle to attract students to rather abstract and difficult STEM subjects such as programming), innovative technology-enhanced learning solutions are sought. Intended Outcomes: A set of serious games were proposed and designed to promote students’ understanding of programming concepts, improve their confidence, stimulate their interest in STEM and increase engagement with the courses through vivid and appealing scenarios. Application Design: Targeting undergraduate and postgraduate students, the games focused on several key programming topics. They were designed to visualize the programming concepts in illustrative and entertaining scenarios. A comprehensive assessment methodology which includes surveys, observations, and interviews was employed to investigate the impact of the games. Findings: The results show that by using the games in the teaching and learning process all the students have benefited, although differently based on their location, educational backgrounds, and game played. The impact of detailed demographic aspects, such as participants’ use of technology, their initial attitude toward school, and learning STEM on the results needs further study.

Highlights

  • S TEM-ORIENTED third-level education courses enable students to develop important skills that are currently required on the market, such as learning to think, employing creativity, and making use of critical thinking

  • Over 100 students from three institutions: Dublin City University (DCU)—Ireland, Slovak Technical University of Bratislava (STUBA)—Slovakia, and National College of Ireland (NCI) took part in this NEWTON project pilot. 78, 10, and 34 students took part in the Variable game and 65, 10, and 30 students participated in the Loop game in DCU, NCI, and STUBA, respectively

  • The interviews confirmed that both the details and pace were especially appreciated by the DCU and NCI students who were exposed to programming concepts for the first time

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Summary

Background

Despite the rapid growth of the information and communication technologies (ICTs) sector, the lack of engagement with science, technology, engineering, and mathematics (STEM) subjects and high dropout rates in computer science and engineering majors is linked directly to the large number of unfilled vacancies in the ICT employment market. To tackle one of the underlying causes for this crisis, (i.e., traditional teaching paradigms struggle to attract students to rather abstract and difficult STEM subjects such as programming), innovative technology-enhanced learning solutions are sought. Intended Outcomes: A set of serious games were proposed and designed to promote students’ understanding of programming concepts, improve their confidence, stimulate their interest in STEM and increase engagement with the courses through vivid and appealing scenarios. Application Design: Targeting undergraduate and postgraduate students, the games focused on several key programming topics. They were designed to visualize the programming concepts in illustrative and entertaining scenarios. Findings: The results show that by using the games in the teaching and learning process all the students have benefited, differently based on their location, educational backgrounds, and game played.

INTRODUCTION
RELATED WORK
NEWTON Project
Educational Games for Programming Courses
Pilot Overview
Evaluation Methodologies
STUDY RESULTS
CROSS ANALYSIS
Usability
Knowledge Acquisition
User Experience
INTERVIEWS WITH TEACHERS AND STUDENTS
VIII. IMPLICATIONS AND LESSONS LEARNED
CONCLUSION AND FUTURE WORK
Full Text
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