Literaturnachweis - Detailanzeige
Autor/inn/en | Yallihep, Mirac; Kutlu, Birgul |
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Titel | Mobile Serious Games: Effects on Students' Understanding of Programming Concepts and Attitudes towards Information Technology |
Quelle | In: Education and Information Technologies, 25 (2020) 2, S.1237-1254 (18 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Yallihep, Mirac) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1360-2357 |
DOI | 10.1007/s10639-019-10008-2 |
Schlagwörter | Computer Games; Computer Software; Student Attitudes; Programming; Grade 5; Elementary School Students; Comparative Analysis; Handheld Devices; Private Schools; Teaching Methods; Pretests Posttests; Foreign Countries; Computer Science Education; Instructional Effectiveness; Course Descriptions; Turkey Computer game; Computerspiel; Computerspiele; Schülerverhalten; Programmierung; School year 05; 5. Schuljahr; Schuljahr 05; Private school; Privatschule; Teaching method; Lehrmethode; Unterrichtsmethode; Ausland; Computer science lessons; Informatikunterricht; Unterrichtserfolg; Kursstrukturplan; Türkei |
Abstract | The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade students. Twenty-one students that were in the experiment group played the mobile serious game Lightbot, which teaches basic programming concepts, on iPad for three weeks and the control group had their lectures according to the curriculum determined by the Ministry of Education. In order to collect the data from the participants, pretest-posttest design was used. Data analysis results showed a significant increase in the achievements of the students in programming concepts after playing the Lightbot game while control group's test results showed no increase. However, the treatment with the game did not create any positive impact on the attitudes of the students towards the "Information Technology and Software" course. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |