sCool - Game-Based Learning in Computer Science Class A Case Study in Secondary Education

被引:12
|
作者
Steinmaurer, Alexander [1 ]
Pirker, Johanna [1 ]
Guetl, Christian [1 ]
机构
[1] Graz Univ Technol, Graz, Austria
来源
关键词
Game-based learning; computational thinking; STEM; sCool;
D O I
10.3991/ijep.v9i2.9942
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. in [2] we have expanded our study with the introduction of a second experiment and with new additional aspects. sCool is a multi-platform game that is intended to encourage and support children learning computational thinking and coding in Python. The learning content is highly adaptable; educators can thus create own courses on an individual basis for the needs of their students. These courses involve a concept- learning and a practical mode. First, the students learn a specific concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we present the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the perception of the girls. Within this study we found out, that the students are interested in learning to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the performance of the different types of students in terms of gender and school type.
引用
收藏
页码:31 / 46
页数:16
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