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Autor/inn/enKiraly, Sandor; Balla, Tamas
TitelThe Effectiveness of a Fully Gamified Programming Course after Combining with Serious Games
QuelleIn: Acta Didactica Napocensia, 13 (2020) 1, S.65-76Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2065-1430
SchlagwörterProgramming; Computer Science Education; Educational Games; Online Courses; Instructional Effectiveness; Game Based Learning; Learner Engagement; Problem Solving; Computer Simulation; Young Adults
AbstractOur online programming language courses have been developed for youngsters who are interested in computer programming. The courses were gamified with some common gamification elements: points, badges, incentives, immediate feedback and leaderboard. The developed Learning Management System (LMS) for our learning portal provides the chance to monitor all users' activities. After examining our registered users' progress in the courses, we tried to increase the effectiveness of the courses (C+, C# and Java) with developing educational game programs that cannot only foster motivation during the playing process but provide faster understanding, since students play with what they need to learn and understand. We compared the performance of the last 200 students who registered and completed the last chapter in the curriculum before the game programs had been added into the Java course, and the first 200 students, who registered and completed the last chapter in the curriculum, after the addition of the games in the supported coding tasks. The results were impressive and proved that with our thematic didactic game programs, users were able to solve coding tasks more effectively. (As Provided).
AnmerkungenBabes-Bolyai University. Kogainiceanu 1, Cluj-Napoca, 400084 Romania. e-mail: submit_adn@yahoo.com; Web site: http://adn.teaching.ro
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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