Abstract

In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thinking and coding in Python. The learning content is highly adaptable; therefore, educators can create own courses, individual for the needs of the students. These courses involve a concept-learning and a practical mode. First, the students learn a certain concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we pre-sent the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the girls’ percep-tion. Within this study we found out, that the students are interested in learn-ing to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the perfor-mance of the different types of students in terms of gender and school type.

Highlights

  • Computational thinking is becoming increasingly important in society today

  • At the beginning we briefly introduced the mobile game by telling a story about a robot named Rob who was on a space discovery mission and suddenly had to make an emergency landing on a distant planet

  • Since there are some differences regarding experience in game-based learning we decided to separate the evaluation of the game engagement questionnaire and the computer emotion scale according to the school types

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Summary

Introduction

Computational thinking is becoming increasingly important in society today. This is a skill related to computer science. We intend to present our experience with the game-based learning tool sCool and its usage in school classes. Students learn about computational thinking in an explorative way. The course helps them to solve different problems in an algorithmic way In this context we wanted to explore whether students can learn different concepts in computational thinking and in coding in an analogous manner with the aim of achieving mobile learning. In addition to this focus, we tried to consider if the learned concepts can be applied to other problems in the same domain. We give a prospect about the steps in the further development of sCool

Related Work
Experiments in Secondary Schools
Procedure and instruments
The missions
Evaluation methods
Experiment results
Gender-specific aspects
Findings and Conclusion
Full Text
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