The Effect of Simulation Games on Learning Computer Programming: A Comparative Study on High School Students' Learning Performance by Assessing Computational Problem-Solving Strategies
Saved in:
| Title: | The Effect of Simulation Games on Learning Computer Programming: A Comparative Study on High School Students' Learning Performance by Assessing Computational Problem-Solving Strategies |
|---|---|
| Language: | English |
| Authors: | Pellas, Nikolaos (ORCID |
| Source: | Education and Information Technologies. Nov 2018 23(6):2423-2452. |
| Availability: | Springer. Available from: Springer Nature. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 30 |
| Publication Date: | 2018 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | High Schools |
| Descriptors: | Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning, High School Students, Programming, Computer Simulation, Teaching Methods, Program Effectiveness |
| DOI: | 10.1007/s10639-018-9724-4 |
| ISSN: | 1360-2357 |
| Abstract: | Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment can affect students' learning performance. This quasi-experimental study presents evidence about how a game can assist boys and girls to gain a greater understanding on skills related to CT for developing, implementing and transforming their solution plans into code based on their computational problem-solving strategies. A total of fifty (n = 50) high school students who volunteered to participate in this study divided into a control group (n = 25) and an experimental (n = 25) group that used Scratch and OpenSim with the Scratch4SL palette, respectively to propose their solutions for the same problem-solving tasks via a simulation game. The study findings indicate substantial differences and important points of view about students' learning performance by assessing their computational problem-solving strategies. Students from the experimental group performed significantly better both in measures of problem-solving and algorithmic thinking. Mean scores on post-questionnaires from the experimental group revealed improvements higher than their control group counterparts in two aspects. First, students of the former group created more complete computational instructions with rules to be specified and delivered the learning goals. Second, students of the same group proposed and applied more correct computational concepts and practices in code. Finally, this study discusses the implications for designing learning experiences using OpenSim with Scratch4SL. |
| Abstractor: | As Provided |
| Number of References: | 43 |
| Entry Date: | 2018 |
| Accession Number: | EJ1192465 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1192465 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: The Effect of Simulation Games on Learning Computer Programming: A Comparative Study on High School Students' Learning Performance by Assessing Computational Problem-Solving Strategies – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Pellas%2C+Nikolaos%22">Pellas, Nikolaos</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-3071-6275">0000-0002-3071-6275</externalLink>)<br /><searchLink fieldCode="AR" term="%22Vosinakis%2C+Spyridon%22">Vosinakis, Spyridon</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0003-1735-4297">0000-0003-1735-4297</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Education+and+Information+Technologies%22"><i>Education and Information Technologies</i></searchLink>. Nov 2018 23(6):2423-2452. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 30 – Name: DatePubCY Label: Publication Date Group: Date Data: 2018 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Based+Learning%22">Problem Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10639-018-9724-4 – Name: ISSN Label: ISSN Group: ISSN Data: 1360-2357 – Name: Abstract Label: Abstract Group: Ab Data: Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment can affect students' learning performance. This quasi-experimental study presents evidence about how a game can assist boys and girls to gain a greater understanding on skills related to CT for developing, implementing and transforming their solution plans into code based on their computational problem-solving strategies. A total of fifty (n = 50) high school students who volunteered to participate in this study divided into a control group (n = 25) and an experimental (n = 25) group that used Scratch and OpenSim with the Scratch4SL palette, respectively to propose their solutions for the same problem-solving tasks via a simulation game. The study findings indicate substantial differences and important points of view about students' learning performance by assessing their computational problem-solving strategies. Students from the experimental group performed significantly better both in measures of problem-solving and algorithmic thinking. Mean scores on post-questionnaires from the experimental group revealed improvements higher than their control group counterparts in two aspects. First, students of the former group created more complete computational instructions with rules to be specified and delivered the learning goals. Second, students of the same group proposed and applied more correct computational concepts and practices in code. Finally, this study discusses the implications for designing learning experiences using OpenSim with Scratch4SL. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: Ref Label: Number of References Group: RefInfo Data: 43 – Name: DateEntry Label: Entry Date Group: Date Data: 2018 – Name: AN Label: Accession Number Group: ID Data: EJ1192465 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1192465 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10639-018-9724-4 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 30 StartPage: 2423 Subjects: – SubjectFull: Computer Games Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Problem Based Learning Type: general – SubjectFull: High School Students Type: general – SubjectFull: Programming Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Program Effectiveness Type: general Titles: – TitleFull: The Effect of Simulation Games on Learning Computer Programming: A Comparative Study on High School Students' Learning Performance by Assessing Computational Problem-Solving Strategies Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Pellas, Nikolaos – PersonEntity: Name: NameFull: Vosinakis, Spyridon IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 11 Type: published Y: 2018 Identifiers: – Type: issn-print Value: 1360-2357 Numbering: – Type: volume Value: 23 – Type: issue Value: 6 Titles: – TitleFull: Education and Information Technologies Type: main |
| ResultId | 1 |