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 |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1462552 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1462552 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10639-024-13005-2 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 28 StartPage: 4157 Subjects: – SubjectFull: Literature Reviews Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Programming Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Skill Development Type: general Titles: – TitleFull: Exploring the Efficacy of Computer Games as a Pedagogical Tool for Teaching and Learning Programming: A Systematic Review Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Kuuku Nyameye Wilson – PersonEntity: Name: NameFull: Benjamin Ghansah – PersonEntity: Name: NameFull: Patricia Ananga – PersonEntity: Name: NameFull: Stephen Opoku Oppong – PersonEntity: Name: NameFull: Winston Kwamina Essibu – PersonEntity: Name: NameFull: Einstein Kow Essibu IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 03 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1360-2357 – Type: issn-electronic Value: 1573-7608 Numbering: – Type: volume Value: 30 – Type: issue Value: 4 Titles: – TitleFull: Education and Information Technologies Type: main |
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