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Experimental evaluation of an educational game for improved learning in introductory computing

Published: 04 March 2009 Publication History

Abstract

We are developing games to increase student learning and attitudes in introductory CS courses. Wu's Castle is a game where students program changes in loops and arrays in an interactive, visual way. The game provides immediate feedback and helps students visualize code execution in a safe environment. We compared the game to a traditional programming assignment in an introductory CS course. In our study, half of the students were randomly selected to play the learning game first and half to write a program first. Our results show that students who play our learning game first outperform those who write a program before playing the game. Students in the game-first group felt they spent less time on the assignments, and all students preferred the learning game over the program. These results suggest that games like Wu's Castle can help prepare students to create deeper, more robust understanding of computing concepts while improving their perceptions of computing homework assignments.

References

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Barnes, T., H. Richter, E. Powell, A. Chaffin, A. Godwin. Game2Learn: Building CS1 learning games for retention. ITiCSE 2007, Dundee, Scotland, June 25--27, 2007.
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Beauboeuf, T & J. Mason. Why the high attrition rate for computer science students: some thoughts and observations. SIGCSE Bull. 37, 2 (Jun. 2005), 103--106.
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Dale, N. B. Most difficult topics in CS1: results of an online survey of educators. SIGCSE Bull. 38, 2 (2006), 49--53.
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Eagle, M. & T. Barnes. Wu's Castle: Teaching Arrays and Loops in a Game. ITiCSE 2008. Madrid, Spain, July 2008.
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Gee, J. P. What video games have to teach us about learning and literacy. Comput. Entertain. 1, 1 (Oct. 2003), 20.
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Hunicke, R., Robison, A., Squire, K., and Steinkuehler, C. Games, learning and literacy. Sandbox 2006. ACM Press, New York, NY, 19--19.
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Lister, R. 2000. On blooming first year programming, and its blooming assessment. In Proc. Australasian Conference on Computing Education (Melbourne, Australia). A. E. Ellis, Ed. ACSE '00, vol. 8. ACM, New York, NY, 158--162.
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Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, vol. 2, 49--62.
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  • (2022)Heuristic Behavior as Mediating Effect of Neurofinance and Entrepreneur’s Financial Decision-Making: Evidence of Pretest–Posttest ExperimentEurasian Business and Economics Perspectives10.1007/978-3-030-85304-4_15(245-262)Online publication date: 1-Jan-2022
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cover image ACM Conferences
SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education
March 2009
612 pages
ISBN:9781605581835
DOI:10.1145/1508865
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 March 2009

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Author Tags

  1. arrays
  2. cs1-2 education
  3. educational games
  4. iteration
  5. retention

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Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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Cited By

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  • (2024)Enhancing middle school students’ computational thinking competency through game-based learningEducational technology research and development10.1007/s11423-024-10400-xOnline publication date: 8-Jul-2024
  • (2022)Digital Games for Computing EducationResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch076(1571-1598)Online publication date: 2022
  • (2022)Heuristic Behavior as Mediating Effect of Neurofinance and Entrepreneur’s Financial Decision-Making: Evidence of Pretest–Posttest ExperimentEurasian Business and Economics Perspectives10.1007/978-3-030-85304-4_15(245-262)Online publication date: 1-Jan-2022
  • (2021)Learner Attitude, Educational Background, and Gender Influence on Knowledge Gain in a Serious Games-Enhanced Programming CourseIEEE Transactions on Education10.1109/TE.2020.304417464:3(308-316)Online publication date: Aug-2021
  • (2021)Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School StudentsIEEE Access10.1109/ACCESS.2021.30496909(12567-12578)Online publication date: 2021
  • (2020)Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A ReviewSerious Games10.1007/978-3-030-61814-8_11(135-149)Online publication date: 28-Oct-2020
  • (2019)Digital Games for Computing EducationHandbook of Research on Immersive Digital Games in Educational Environments10.4018/978-1-5225-5790-6.ch002(35-62)Online publication date: 2019
  • (2019)Consideraciones en los procesos de enseñanza-aprendizaje para un primer curso de programación de computadores: una revisión sistemática de la literaturaTecnoLógicas10.22430/22565337.152022(83-117)Online publication date: 5-Dec-2019
  • (2019)BashDungeonMultimedia Tools and Applications10.1007/s11042-019-7230-378:10(13731-13746)Online publication date: 1-May-2019
  • (2018)Bringing Platform Harmony to VMware NSXACM SIGOPS Operating Systems Review10.1145/3273982.327399452:1(123-128)Online publication date: 28-Aug-2018
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