scholarly journals Exposure of Computer Games among IHL Students in Malaysia: Case Study of Computer Science Students in UiTM Terengganu

2010 ◽  
Vol 3 (1) ◽  
Author(s):  
Hasiah Mohamed ◽  
Nora Yanti Che Jan ◽  
Nik Marsyahariani Nik Daud
2014 ◽  
Vol 7 (3) ◽  
pp. 291-301 ◽  
Author(s):  
Maria-Blanca Ibanez ◽  
Angela Di-Serio ◽  
Carlos Delgado-Kloos

Author(s):  
Omar Karram

Computer games are an effective approach that enhances student’s motivation and innovation. Many modern teaching strategies have been implemented in the process of teaching different subjects such as learn to do, explore to learn, cognitive and meta-cognitive learning, and gamification. Gamification is an effective approach to make a positive change in students' behavior and attitude towards learning, to improve their motivation and engagement. This paper presents the role of computer games in enhancing high schools computer science students’ motivation and engagement through gamification. It’s illustrated the implementation of Code Combat as a teaching model for teaching object-oriented programming (OOP) which considered a tough topic in the computer science field. Code-Combat is a gamification platform that uses games elements to make coding interesting and engaging for students. It consists of different levels, where each level covers a specific topic in computer science and structures based on object oriented methodology such as(variables, conditions, loops and recursion).


2020 ◽  
Vol 10 (4) ◽  
pp. 208-216
Author(s):  
Sarah Benmammar

This is a case study conducted to investigate difficulties that may hinder third year computer science students in their development of ESP reading skills, and to grasp the different factors that may influence students negatively. Data were obtained from a questionnaire which enabled the researcher to obtain valid information about the learning situation of the target population. Through the use of this tool, students’ preferences and difficulties in the area of reading were analyzed. The results revealed the need to increase students’ exposure to reading and provide support with vocabulary. Hence, some recommendations and strategies are provided to remedy the situation and boost the students’ learning process   Keywords: Computer Science students; ESP vocabulary ; reading difficulties; reading strategies.


2020 ◽  
Vol 10 (3) ◽  
pp. 159-166
Author(s):  
Sarah Benmammar

This is a case study conducted to investigate difficulties that may hinder third-year computer science students in their development of English for specific purposes’ reading skills and to grasp the different factors that may influence students negatively. Data were obtained from a questionnaire which enabled the researcher to obtain valid information about the learning situation of the target population. Through the use of this tool, students’ preferences and difficulties in the area of reading were analysed. The results revealed the need to increase students’ exposure to reading and provide support with vocabulary. Hence, some recommendations and strategies are provided to remedy the situation and boost the students’ learning process   Keywords: Computer science students, ESP vocabulary, reading difficulties, reading strategies.


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