4 research outputs found

    The Development of Problem-Based Learning and Concept Mapping Using a Block-Based Programming Model to Enhance the Programming Competency of Undergraduate Students in Computer Science

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    The purpose of this research is to develop problem-based learning and concept mapping by using a block-based programming model (PBL-CBp model) and to evaluate the appropriateness of the PBL-CBp model. The research will be divided into two parts. The first part will be about learning style development and will study the theories and ideas which relate to problem-based learning, the programming process and the concept mapping and block-based programming. It will synthesise the steps in the problem-based learning method, and the steps in the program process and design the learning steps by using problem-based concept mapping and block-based programming. The second part will consist of an evaluation of the appropriateness of the model. An appropriateness questionnaire for the PBL-CBp model will be created and the PBL-CBp model will be submitted to five experts for improvement

    Code Adventure: An Educational Game for Learning JAVA Programming

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    The purpose of this project is to (1) develop an educational game for learning in a JAVA programming course for undergraduate students, (2) compare the learning achievements of educational games and lectures, and (3) assess learner game acceptance with learning through games. The sample used in this research were 50 first-year undergraduate students in the field of management information systems from the Department of Information Science, S University in Thailand. In game design and development, The researcher developed the game based on the concept of game flow elements, such as challenges, story, fun, beauty, and so on, in order to inspire learners to be engaged in learning through games. The tools used in the research were (1) educational game performance evaluation forms, (2) an educational game for learning JAVA programming concepts, (3) a learning achievement test, and (4) student satisfaction assessment forms. The research results showed that (1) the learning efficiency of the educational game was very good, (2) the academic achievement of learning by the educational game was higher than that of learning by lecture, and (3) the acceptance of learning with computer games by the students was excellent. Additionally, learning through games made it easier for students to absorb the subject and learn more effectively. It has been discovered that learning through games improves learning results for students

    Space Travel: Game Development to Promote the Learning of Science Subjects about Solar Systems for 4th-Grade Students

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    The objectives of this research are to develop a game to promote the learning of the solar system in science subjects of 4th grade students, to compare the academic results of pre- and posttest of students after learning with the space travel game and to determine the satisfaction level of students with the space travel game. The sample group used in the experiment was 4th grade students from school T, and classes were randomized using the stratified random sampling method. Students were categorized into 2 groups: those with average scores and those with high scores in science subjects. The final results were compared between the control group, 27 students learning normally using the conventional method, and the experimental group, 27 students learning using the space travel game. There were 52 students in total. The tools used in this experiment are a space travel game, an achievement assessment test, a pre- and posttest, and a questionnaire to determine the satisfaction level of students. The statistical tools used are the mean, percentage, and standard deviation, paired t test, and t test independent. The results of this experiment showed that the experimental group learning from the game obtained a higher score than that of the control group by 1.19, on average. The scores of both groups were shown to have statistically significant differences at a 95% confidence level
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