AN INVESTIGATION INTO USING A COLLABORATIVE GAMIFIED LEARNING ENVIRONMENT AS A TOOL TO ENHANCE THE LEARNING OF BASIC COMPUTER PROGRAMMING CONCEPTS

被引:0
|
作者
Prichard, Matt [1 ]
机构
[1] Univ Greenwich, London, England
关键词
Gamification; gamified; collaborative learning; computer programming; social learning; collaboration; DECISION-MAKING; FRAMEWORK;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This paper outlines the importance of the synthesis of collaborative learning and gamification techniques to teach basic computer programming and identifies the need for a collaborative gamified learning environment (CGLE) in order to maximise student opportunities to learn programming within a supportive environment. Over the past four years, the teaching of computing has undergone substantial changes within the UK National Curriculum, advancing from Information and Communications Technology (ICT) towards the more demanding Computer Science (CS). The Computing at School Working Group was set up to provide leadership, direction and resources for teaching basic computing and programming skills in order to address the clear need to provide support for teachers new to the CS curriculum. Another important factor is the need to find a balance between supporting struggling students, whilst also retaining the interest of those with prior experience. Studies including that by Carter and Hundhausen in 2016 found that it is not only the programming tasks themselves which affect learning success, social activity and peer engagement of students are also a predictor of outcomes due to the demonstrable benefits of collaborative working. Currently there is a gap in the literature with regard to the application of collaborative gamified techniques to support the teaching and learning of basic computing concepts. This paper focuses on the use of gamification and collaborative learning to enhance the computer programming learning process. To this end a set of six basic computer operations that can be taught through learning to program have been identified and form the quantifiable aim of the research. A review of the current literature in gamification and collaborative learning has been undertaken in order to form the foundation of a framework that can be used in an experiment with a cohort of novice undergraduate students. @Persuasive evidence has been found that suggests collaborative learning can leverage the benefits and motivational factors of social learning and interaction, however, the core challenges in this approach are team matching and dynamics, group decision-making and communication. Analysis of the current rise of gamification as a motivational tool in both business and education is offered, with a detailed focus on its use in learning. Recent gamification frameworks are reviewed and common features and concepts identified in order to assess their suitability for use in a collaborative educational setting These include, but are not limited to: epic meaning or setting purpose, marking accomplishment with rewards and visible status, providing feedback to aid engagement, giving a sense of ownership in the system, using social influence for motivation and providing the freedom to explore and make mistakes in a safe environment. [1],[2],[3],[4] Having identified the core challenges and opportunities in gamification, collaboration and learning and their inter-relationships, this paper will propose an initial framework for a CGLE that can be used within the curricula to increase engagement and effective learning.
引用
收藏
页码:441 / 449
页数:9
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