You are here:

Studying Students' Attitudes on Using Examples of Game Source Code for Learning Programming
ARTICLE

,

Informatics in Education Volume 13, Number 2, ISSN 1648-5831

Abstract

Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several educational, or else serious, games for learning programming have been developed and the first results of their evaluation as a means of learning are quite positive. In this paper, we propose using arcade games as a means for learning programming. Based on this approach students first play a simple game, such as Snake or Tetris, study its code and then extend it. In a pilot study carried out in the context of an undergraduate programming course, students studied the source code of the well-known game Snake and extended it with new functionalities. The analysis of students' replies in a questionnaire showed that using arcade games as a means of learning programming concepts enhances students' motivation for learning programming, supports them in comprehending complex concepts and engages them in carrying out programming activities.

Citation

Theodoraki, A. & Xinogalos, S. (2014). Studying Students' Attitudes on Using Examples of Game Source Code for Learning Programming. Informatics in Education, 13(2), 265-277. Retrieved March 23, 2019 from .

This record was imported from ERIC on November 3, 2015. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords