PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python
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...
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| Veröffentlicht in: | Simulation & gaming Jg. 50; H. 6; S. 754 - 770 |
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| Sprache: | Englisch |
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Los Angeles, CA
SAGE Publications
01.12.2019
SAGE PUBLICATIONS, INC |
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| ISSN: | 1046-8781, 1552-826X |
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| Abstract | 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. |
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| AbstractList | 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. 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. |
| Author | Xinogalos, Stelios Sideris, Grigorios |
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| Cites_doi | 10.1109/ICCOINS.2014.6868452 10.1145/1118178.1118215 10.1177/1046878118789976 10.1109/TLT.2016.2556666 10.15388/ioi.2016.03 10.1109/ICEEI.2009.5254771 10.1145/2568195.2568200 |
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| References | Kumar 2014; 5 Stege, Van Lankveld, Spronck 2011; 10 Combefis, Beresnevičius, Dagienė 2016; 10 Wing 2006; 49 Galgouranas, Xinogalos 2018; 49 Malliarakis, Satratzemi, Xinogalos 2017; 10 Stege L. (bibr9-1046878119872797) 2011; 10 bibr10-1046878119872797 bibr3-1046878119872797 bibr5-1046878119872797 bibr6-1046878119872797 bibr7-1046878119872797 bibr1-1046878119872797 bibr2-1046878119872797 Giannakoulas A. (bibr4-1046878119872797) 2018 Petri G. (bibr8-1046878119872797) 2016 |
| References_xml | – volume: 10 start-page: 219 issue: 2 year: 2017 end-page: 235 article-title: CMX: The effects of an educational MMORPG on learning and teaching computer programming publication-title: IEEE Transactions on Learning Technologies – volume: 10 start-page: 39 issue: 1 year: 2016 end-page: 60 article-title: Learning programming through games and contests: Overview, characterisation and discussion publication-title: Olympiads in Informatics – volume: 49 start-page: 751 issue: 6 year: 2018 end-page: 1767 article-title: jAVANT-GARDE: A cross-platform serious game for an introduction to programming with Java publication-title: Simulation & Gaming – volume: 5 start-page: 20 issue: 1 year: 2014 end-page: 21 article-title: Digital playgrounds for early computing education publication-title: ACM Inroads – volume: 10 start-page: 1 issue: 1 year: 2011 end-page: 9 article-title: Serious games in education publication-title: International Journal of Computer Science in Sport – volume: 49 start-page: 33 issue: 3 year: 2006 end-page: 35 article-title: Computational thinking publication-title: Communications of the ACM – ident: bibr1-1046878119872797 doi: 10.1109/ICCOINS.2014.6868452 – ident: bibr10-1046878119872797 doi: 10.1145/1118178.1118215 – ident: bibr3-1046878119872797 doi: 10.1177/1046878118789976 – ident: bibr7-1046878119872797 doi: 10.1109/TLT.2016.2556666 – ident: bibr2-1046878119872797 doi: 10.15388/ioi.2016.03 – volume: 10 start-page: 1 issue: 1 year: 2011 ident: bibr9-1046878119872797 publication-title: International Journal of Computer Science in Sport – volume-title: MEEGA+: An evolution of a model for the evaluation of educational games year: 2016 ident: bibr8-1046878119872797 – ident: bibr5-1046878119872797 doi: 10.1109/ICEEI.2009.5254771 – ident: bibr6-1046878119872797 doi: 10.1145/2568195.2568200 – volume-title: Proceedings of the International Conference on Technology and Innovation in Learning, Teaching and Education (TECH-EDU 2018) year: 2018 ident: bibr4-1046878119872797 |
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| Title | PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python |
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