Exploring the Efficacy of Computer Games as a Pedagogical Tool for Teaching and Learning Programming: A Systematic Review

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Title: Exploring the Efficacy of Computer Games as a Pedagogical Tool for Teaching and Learning Programming: A Systematic Review
Language: English
Authors: Kuuku Nyameye Wilson, Benjamin Ghansah, Patricia Ananga, Stephen Opoku Oppong, Winston Kwamina Essibu, Einstein Kow Essibu
Source: Education and Information Technologies. 2025 30(4):4157-4184.
Availability: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Peer Reviewed: Y
Page Count: 28
Publication Date: 2025
Document Type: Journal Articles
Information Analyses
Descriptors: Literature Reviews, Computer Games, Technology Uses in Education, Educational Technology, Programming, Teaching Methods, Learner Engagement, Outcomes of Education, Skill Development
DOI: 10.1007/s10639-024-13005-2
ISSN: 1360-2357
1573-7608
Abstract: This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether computer games, primarily designed for entertainment, can effectively facilitate the teaching and learning of programming concepts. By analysing existing literature, this review aims to provide insights into the potential benefits, challenges, and overall efficacy of using computer games as a pedagogical tool for teaching and learning programming. Key themes explored include student engagement, skill acquisition, and the impact on learning outcomes. The findings of this review contribute to a deeper understanding of the innovative intersection between gaming and programming education and offer practical implications for educators and instructional designers.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1462552
Database: ERIC
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  Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
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  Data: This systematic literature review examines the use of computer games as instructional aids in the teaching and learning of programming. With the ubiquitous nature of technology permeating various aspects of modern life, the integration of gaming devices into educational settings has garnered increased attention. This paper investigates whether computer games, primarily designed for entertainment, can effectively facilitate the teaching and learning of programming concepts. By analysing existing literature, this review aims to provide insights into the potential benefits, challenges, and overall efficacy of using computer games as a pedagogical tool for teaching and learning programming. Key themes explored include student engagement, skill acquisition, and the impact on learning outcomes. The findings of this review contribute to a deeper understanding of the innovative intersection between gaming and programming education and offer practical implications for educators and instructional designers.
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      – SubjectFull: Computer Games
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      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Programming
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      – SubjectFull: Skill Development
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