Code Saga – A Mobile Serious Game For Learning Programming

Author(s):  
Heeya Tacouri ◽  
Leckraj Nagowah
2020 ◽  
Vol 79 (45-46) ◽  
pp. 34079-34099 ◽  
Author(s):  
Santiago Schez-Sobrino ◽  
David Vallejo ◽  
Carlos Glez-Morcillo ◽  
Miguel Á. Redondo ◽  
José Jesús Castro-Schez

2009 ◽  
pp. 181-192 ◽  
Author(s):  
Mathieu Muratet ◽  
Patrice Torguet ◽  
Jean-Pierre Jessel

2019 ◽  
Vol 50 (6) ◽  
pp. 754-770
Author(s):  
Grigorios Sideris ◽  
Stelios Xinogalos

Background. Learning programming is a cognitively demanding field of study accompanied with various difficulties. Although there is a high demand in the market for programmers, software analysts and engineers, a high dropout rate is recorded in relevant fields of study. Serious games are a promising means of engaging students in learning programming by giving them more incentives and making the process of learning programming concepts and languages more entertaining. Aim. This article introduces a new serious game called PY-RATE ADVENTURES, which aims to assist young students in their introduction to the basic programming concepts using Python. The game does not have any prerequisites and is suitable for players with no previous knowledge of programming. This article aims to present important information regarding the analysis, design and pilot evaluation of PY-RATE ADVENTURES. Method. The game was evaluated by 31 people that had recently graduated or were students of an Interdepartmental Programme of Postgraduate Studies in Information Systems. The participants voluntarily played the game and answered a questionnaire based on the MEEGA+ model, after their hands on experience with the game. This questionnaire’s purpose was to evaluate PY-RATE ADVENTURES in terms of perceived player experience and short-term learning. Results. The participants positively evaluated the game almost in all the elements of player experience. Furthermore, the majority of the users consider that the game helped them to learn basic programming concepts in Python and stated that they would prefer to learn programming with this game rather than other teaching methods. Conclusion. The positive results of the pilot evaluation give us the motivation to proceed and evaluate the game with students in secondary education, in order to extract stronger and generalisable conclusions regarding the impact of the game as an educational tool for learning programming concepts.


2018 ◽  
Vol 49 (6) ◽  
pp. 751-767 ◽  
Author(s):  
Stefanos Galgouranas ◽  
Stelios Xinogalos

Background. Programming is widely known to be a cognitively demanding field. Learning programming can be a strenuous task without the proper guidance and methodology. Students often face difficulties in understanding even the most basic and fundamental concepts of programming, leading to their confusion and disappointment. Serious games for programming have the potential to alleviate students’ difficulties with programming. Aim. This article introduces a new serious game named jAVANT-GARDE which aims to educate the player on the basic concepts of programming and object-oriented programming through Java. By design, the game is suitable for everyone, even for players with no previous knowledge of programming. This article aims to present important information regarding the design, implementation and pilot evaluation of jAVANT-GARDE. Method. The game was evaluated by 42 high school students (age 16-17) in terms of perceived player experience and short-term learning. The participants played the game for one hour in the school lab and then answered a questionnaire based on the MEEGA+ framework. Results. Students evaluated positively the game in terms of its usability, confidence in playing the game, challenge, satisfaction, fun, focused attention and relevance. Moreover, the majority of students stated that would prefer learning programming with this game to learning through other teaching methods. Conclusions. The results of the pilot study and students’ replies in the questionnaire are rather positive. This gives us the initiative to proceed with studying the effect of the game in long-term learning of programming concepts.


2012 ◽  
Author(s):  
H. A. Mohd Noor ◽  
F. Shahbodin ◽  
N. Che Pee
Keyword(s):  

2010 ◽  
Author(s):  
Elizabeth Lazzara ◽  
Davin Pavlas ◽  
Wendy Bedwell ◽  
Kyle Heyne ◽  
Eduardo Salas

2014 ◽  
Vol 13 (9) ◽  
pp. 5015-5019
Author(s):  
Leonard J. Mselle

This article discusses visualization as a technique to enhance programming comprehension. It points out that current animation approach, being machine-based technique, is inadequate due to the fact that machine-based animation tools are difficult to integrate in the current teaching materials. In addition, machine-centered animators do not guarantee the learner with absolute engagement. In this paper, MTL, as a visualization technique which is absolutely learner-driven is demonstrated and discussed. It is shown that MTL can be integrated with current materials for teaching and learning programming and it can guarantee absolute authority to the learner.


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