Investigating the Perceived Player Experience and Short-term Learning of the Text-based Java Programming Serious Game “Rise of the Java Emperor”

There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game “Rise of the Java Emperor” that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the d...

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Published in:Informatics in education Vol. 20; no. 1; pp. 153 - 170
Main Authors: TSIOTRAS, Dimitrios, XINOGALOS, Stelios
Format: Journal Article
Language:English
Published: Vilnius Vilniaus Universiteto Leidykla 2021
Vilnius University Press
Institute of Mathematics and Informatics
Vilnius University Institute of Mathematics and Informatics, Lithuanian Academy of Sciences
Vilnius University
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ISSN:1648-5831, 2335-8971
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Abstract There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game “Rise of the Java Emperor” that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the design and the pilot evaluation of the game is presented. Thirty-three undergraduate and postgraduate students of an Applied Informatics Department voluntarily played and answered a questionnaire based on the MEEGA+ model, in order to investigate the perceived player experience and short-term learning as well as the acceptance of a text-based programming game by students. The results of the evaluation show that text based games can be both fun and instructional for the field of computer programming. An important issue that requires further research is how this or other programming games can be successfully combined with traditional teaching methods for enhancing the learning of programming.
AbstractList There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game “Rise of the Java Emperor” that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the design and the pilot evaluation of the game is presented. Thirty-three undergraduate and postgraduate students of an Applied Informatics Department voluntarily played and answered a questionnaire based on the MEEGA+ model, in order to investigate the perceived player experience and short-term learning as well as the acceptance of a text-based programming game by students. The results of the evaluation show that text based games can be both fun and instructional for the field of computer programming. An important issue that requires further research is how this or other programming games can be successfully combined with traditional teaching methods for enhancing the learning of programming.
Audience Higher Education
Postsecondary Education
Author TSIOTRAS, Dimitrios
XINOGALOS, Stelios
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SubjectTerms 2d games
Basic Skills
College Science
College students
Computer & video games
Computer Games
Computer programming
Computer Science Education
Computers
Education
Educational Experience
Educational Games
Educational Objectives
Educational software
Educational Technology
Elementary school students
Elementary Schools
Foreign Countries
Game Based Learning
Games
Graduate Students
ICT Information and Communications Technologies
Informatics
Information Science
Information Transfer
Instructional Effectiveness
Java
Learning
learning programming
Object oriented programming
Open Source Technology
Programming Languages
Robotics
Robots
serious games
Short term
Student Attitudes
Students
Teaching
Teaching Methods
text-based games
Undergraduate Students
Video Games
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