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Enhancing Programming Education through Game-Based Learning: Design and Implementation of a Puyo Puyo-Inspired Teaching Tool

Published: 15 March 2024 Publication History

Abstract

Although programming is part of primary school curricula in many countries, barriers persist for elementary students learning programming such as an insufficient understanding of the underlying mathematics, complex concepts, and purpose of programming. These challenges often lead to disinterest. Herein we present an innovative game-design-based programming education tool. Students progressively enhance a classic game, Puyo Puyo, using fundamental programming concepts and selecting the appropriate code. This engaging approach improves students' computational thinking abilities as they transform code into a functional game. Here, we describe the tool's background and structure. Then we detail a workshop using the tool, including analyzing the changes in students' programming skills, computational thinking, and interest in programming. Finally, we summarize the findings and future research directions.

References

[1]
Tamer Koh. 2013. Here's How You Play Puyo Puyo Folks. Video. https://www.youtube.com/watch?v=0fyUIuJAJCo Retrieved June 25, 2013 from
[2]
Daisuke Saito, Hironori Washizaki, Yoshiaki Fukazawa, Mariko Tamura, and Yuki Sakuragi. 2019. Rubric to evaluate programming learning of elementary school students. In Proceedings of the 50th ACM Technical Symposium on Computer Science Education. 1280--1280.

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  1. Enhancing Programming Education through Game-Based Learning: Design and Implementation of a Puyo Puyo-Inspired Teaching Tool

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      cover image ACM Conferences
      SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2
      March 2024
      2007 pages
      ISBN:9798400704246
      DOI:10.1145/3626253
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      New York, NY, United States

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      Published: 15 March 2024

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      Author Tags

      1. block-based coding
      2. computational thinking
      3. game elements
      4. k-12 education

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

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      SIGCSE TS 2025
      The 56th ACM Technical Symposium on Computer Science Education
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