A Systematic Review on Open Educational Games for Programming Learning and Teaching.

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Title: A Systematic Review on Open Educational Games for Programming Learning and Teaching.
Authors: da Silva, Josivan Pereira1 josivan.engenharia@gmail.com, Silveira, Ismar Frango2
Source: International Journal of Emerging Technologies in Learning. 2020, Vol. 15 Issue 9, p156-172. 17p.
Subject Terms: *Educational games, *Computer programming, *Video games, Meta-analysis, Scientific literature, Logic programming
Abstract: One of the main barriers for Educational Game (EG) to properly fulfill the specific pedagogical, cultural and technical requirements that are often unique to each situation is the difficulty of reusing and adapting them to different educational contexts. In this sense, open EGs could facilitate reuse and adaptation, once they follow the openness principles. This paper provides a systematic review of Open Educational Games (OEG) designed specifically for teaching computer programming and computational logic. It has been identified that most authors find the issue of reusing and adapting EGs following the openness philosophy as very important, but even them fail to use open tools in game development. We conclude that most articles recommend using component- based development, reuse and adaptation, but reuse still does not happen in a practical sense. Also, the amount of studies on EGs for teaching programming is low in the scientific literature, and most open EGs available on the Internet are not documented nor have some associated published paper. Thus, reuse and adaptation may even occur, but without scientific documentation and publication. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: A Systematic Review on Open Educational Games for Programming Learning and Teaching.
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  Data: <searchLink fieldCode="AR" term="%22da+Silva%2C+Josivan+Pereira%22">da Silva, Josivan Pereira</searchLink><relatesTo>1</relatesTo><i> josivan.engenharia@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Silveira%2C+Ismar+Frango%22">Silveira, Ismar Frango</searchLink><relatesTo>2</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Emerging+Technologies+in+Learning%22">International Journal of Emerging Technologies in Learning</searchLink>. 2020, Vol. 15 Issue 9, p156-172. 17p.
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  Data: *<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+programming%22">Computer programming</searchLink><br />*<searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Meta-analysis%22">Meta-analysis</searchLink><br /><searchLink fieldCode="DE" term="%22Scientific+literature%22">Scientific literature</searchLink><br /><searchLink fieldCode="DE" term="%22Logic+programming%22">Logic programming</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: One of the main barriers for Educational Game (EG) to properly fulfill the specific pedagogical, cultural and technical requirements that are often unique to each situation is the difficulty of reusing and adapting them to different educational contexts. In this sense, open EGs could facilitate reuse and adaptation, once they follow the openness principles. This paper provides a systematic review of Open Educational Games (OEG) designed specifically for teaching computer programming and computational logic. It has been identified that most authors find the issue of reusing and adapting EGs following the openness philosophy as very important, but even them fail to use open tools in game development. We conclude that most articles recommend using component- based development, reuse and adaptation, but reuse still does not happen in a practical sense. Also, the amount of studies on EGs for teaching programming is low in the scientific literature, and most open EGs available on the Internet are not documented nor have some associated published paper. Thus, reuse and adaptation may even occur, but without scientific documentation and publication. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.3991/ijet.v15i09.12437
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      – Code: eng
        Text: English
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        PageCount: 17
        StartPage: 156
    Subjects:
      – SubjectFull: Educational games
        Type: general
      – SubjectFull: Computer programming
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: Meta-analysis
        Type: general
      – SubjectFull: Scientific literature
        Type: general
      – SubjectFull: Logic programming
        Type: general
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      – TitleFull: A Systematic Review on Open Educational Games for Programming Learning and Teaching.
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            NameFull: da Silva, Josivan Pereira
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            NameFull: Silveira, Ismar Frango
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              M: 09
              Text: 2020
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              Y: 2020
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              Value: 9
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            – TitleFull: International Journal of Emerging Technologies in Learning
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