272,692 research outputs found
Educational Games for Learning Programming Languages
A concept of educational game for learning programming languages is presented. The idea of learning
programming languages and improving programming skills through programming game characters’ behavior is
described. The learning course description rules for using in games are suggested. The concept is implemented
in a game for learning C# programming language. A common game architecture is modified for using in the
educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game
logic. The game has been developed as an industry level commercial product and is planned for sale to
educational institutions
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Who are with us: MOOC learners on a FutureLearn course
Massive Open Online Courses (MOOCs) attract learners with a variety of backgrounds. Engaging them using game development was trialled in a beginner’s programming course, “Begin programming: build your first mobile game”, on FutureLearn platform. The course has completed two iterations: first in autumn 2013 and second in spring 2014 with thousands of participants. This paper explores the characteristics of learner groups attracted by these two consecutive runs of the course and their perceptions of the course using pre- and post-course surveys. Recommendations for practitioners are offered, including when the audience is different to the one expected. A MOOC is unlikely to please everyone, especially with such large cohorts. Nevertheless, this course, using game development as a vehicle to teach programming, seems to have offered a balanced learning experience to a diverse group of learners. However, MOOC creators and facilitators should accept that a course cannot be made to please everyone and try to communicate clearly who the intended audience for the course are
A game-based approach to the teaching of object-oriented programming languages
Students often have difficulties when trying to understand the concepts of object-oriented programming
(OOP). This paper presents a contribution to the teaching of OOP languages through a game-oriented
approach based on the interaction with tangible user interfaces (TUIs). The use of a specific type of
commercial distributed TUI (Sifteo cubes), in which several small physical devices have sensing, wireless
communication and user-directed output capabilities, is applied to the teaching of the C# programming
language, since the operation of these devices can be controlled by user programs written in C#. For our
experiment, we selected a sample of students with a sufficient knowledge about procedural programming,
which was divided into two groups: The first one had a standard introductory C# course, whereas
the second one had an experimental C# course that included, in addition to the contents of the previous
one, two demonstration programs that illustrated some OOP basic concepts using the TUI features.
Finally, both groups completed two tests: a multiple-choice exam for evaluating the acquisition of basic
OOP concepts and a C# programming exercise. The analysis of the results from the tests indicates that the
group of students that attended the course including the TUI demos showed a higher interest level (i.e.
they felt more motivated) during the course exposition than the one that attended the standard introductory
C# course. Furthermore, the students from the experimental group achieved an overall better
mark. Therefore, we can conclude that the technological contribution of Sifteo cubes – used as a
distributed TUI by which OOP basic concepts are represented in a tangible and a visible way – to the
teaching of the C# language has a positive influence on the learning of this language and such basic
concepts
Play2Learn: A Case of Game Based Learning Approach in ICT education
This study has utilised a game-based learning (GBL) approach using a case Play2Learn to engage students and enhance their programming skills sets. The paper gives a detailed narrative of how educational games were first mapped with the curriculum of a programming course, and then two separate student cohorts pursuing an introductory ICT course were invited to participate in the GBL experiment. One student cohort had not yet started the programming module, while the second student cohort had recently completed the introductory module on programming. Findings reveal that educational games add to the fun element in learning, with students rating the game as an effective way to learn programming. The study contributes to the use of gaming elements for ongoing development of innovative pedagogies in teaching and learning
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Teaching programming to beginners in a massive open online course
The University of Reading’s first Massive Open Online Course (MOOC) “Begin Programming: Build your first mobile game” (#FLMobiGame) was offered in Autumn 2013 on the FutureLearn platform. This course used a simple Android game framework to present basic programming concepts to complete beginners. The course attracted wide interest from all age groups.
The course presented opportunities and challenges to both participants and educators. While some participants had difficulties accessing content some others had trouble grasping the concepts and applying them in a real program. Managing forums was cumbersome with the limited facilities supported by the Beta-platform. A healthy community was formed around the course with the support of social media. The case study reported here is part of an ongoing research programme exploring participants’ MOOC engagement and experience using a grounded, ethnographical approach
Serious Game and Students’ Learning Motivation: Effect of Context Using Prog&Play
International audienceThis paper deals with an analysis of a large-scale use of Prog&Play , a game-based learning environment specially designed to teach the basics of programming to first year university students. The study relies mainly on a motivation survey completed by 182 students among 258 who used the serious game for 4 to 20 hours in seven different university settings. Our findings show that the students' interest for Prog&Play is not only related to the intrinsic game quality, it is also related to the teaching context and mainly to the course schedule and the way teachers organize sessions to benefit from the technology
Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students
The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject.
We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004].
Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience.
This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students
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