Skip to main content

2019 | OriginalPaper | Buchkapitel

Development of a Puzzle Game to Learn Coding for Elementary Students

verfasst von : Jaisoon Baek, Gyuhwan Oh

Erschienen in: HCI International 2019 – Late Breaking Papers

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Existing computer games used to teach coding to students have certain shortcomings such as the use of icons that do not convert to actual text-based coding commands, and the fact that teachers cannot follow students’ progress in real time. In this study, we have improved upon existing coding games by developing a puzzle game based on coding and a web-based management system to observe the user’s learning status in real time and maximize the understanding of how elementary students learn to code. We analyzed the syntax of various coding languages for the school curriculum and provided a menu to convert icons into textual coding language. In addition, the game’s management system includes multiple types of tutoring, real-time analysis of user play data, and feedback. Following its application in regular elementary school software classes, we conducted a Likert scale survey. Students reported positive effects on understanding and showed an interest in coding. It is expected that this will contribute to quality improvement in software education by providing content with proven educational value by breaking away from simple learning-oriented coding games.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006)CrossRef Wing, J.M.: Computational thinking. Commun. ACM 49(3), 33–35 (2006)CrossRef
2.
Zurück zum Zitat Barr, V., Stephenson, C.: Bringing computational thinking to K-12: what is involved and what is the role of the computer science education community? Inroads (2011) Barr, V., Stephenson, C.: Bringing computational thinking to K-12: what is involved and what is the role of the computer science education community? Inroads (2011)
3.
Zurück zum Zitat Rees, A., et al.: An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers, Belgium (2016) Rees, A., et al.: An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers, Belgium (2016)
4.
Zurück zum Zitat Bers, M.U., et al.: Computational thinking and tinkering: exploration of an early childhood robotics curriculum. Comput. Educ. 72, 145–157 (2014)CrossRef Bers, M.U., et al.: Computational thinking and tinkering: exploration of an early childhood robotics curriculum. Comput. Educ. 72, 145–157 (2014)CrossRef
5.
Zurück zum Zitat Fyfe, E.R., et al.: Concreteness fading in mathematics and science instruction: a systematic review. Educ. Psychol. Rev. 26(1), 9–25 (2014)CrossRef Fyfe, E.R., et al.: Concreteness fading in mathematics and science instruction: a systematic review. Educ. Psychol. Rev. 26(1), 9–25 (2014)CrossRef
6.
Zurück zum Zitat Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52, 1–12 (2009)CrossRef Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52, 1–12 (2009)CrossRef
7.
Zurück zum Zitat Strawhacker, A., et al.: ScratchJr Demo.: a coding language for kindergarten. In: Proceedings of the 14th International Conference on Interaction Design and Children, pp. 414–417. ACM (2015) Strawhacker, A., et al.: ScratchJr Demo.: a coding language for kindergarten. In: Proceedings of the 14th International Conference on Interaction Design and Children, pp. 414–417. ACM (2015)
8.
Zurück zum Zitat García-Peñalvo, F.J., et al.: A survey of resources for introducing coding into schools. In: García-Peñalvo, F.J. (ed.) Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2016), pp. 19–26. ACM, New York (2016) García-Peñalvo, F.J., et al.: A survey of resources for introducing coding into schools. In: García-Peñalvo, F.J. (ed.) Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2016), pp. 19–26. ACM, New York (2016)
9.
Zurück zum Zitat Virvou, M., et al.: Combining software games with education: evaluation of its educational effectiveness. J. Educ. Technol. Soc. 8(2), 54–65 (2005) Virvou, M., et al.: Combining software games with education: evaluation of its educational effectiveness. J. Educ. Technol. Soc. 8(2), 54–65 (2005)
10.
Zurück zum Zitat Jenkins, T.: On the difficulty of learning to program. In: Proceedings of the 3rd Annual Conference of the LTSN Centre for Information and Computer Sciences, vol. 4, pp. 53–58 (2002) Jenkins, T.: On the difficulty of learning to program. In: Proceedings of the 3rd Annual Conference of the LTSN Centre for Information and Computer Sciences, vol. 4, pp. 53–58 (2002)
11.
Zurück zum Zitat Randel, J.M., et al.: The effectiveness of games for educational purposes: a review of recent research. Simul. Gameing 23, 261–276 (1992)CrossRef Randel, J.M., et al.: The effectiveness of games for educational purposes: a review of recent research. Simul. Gameing 23, 261–276 (1992)CrossRef
12.
Zurück zum Zitat Ranum, D., et al.: Successful approaches to teaching introductory computer science courses with Python. In: SIGCSE 2006, Special Session, Houston, Texas, USA, pp. 396–397, 3–5 March 2006CrossRef Ranum, D., et al.: Successful approaches to teaching introductory computer science courses with Python. In: SIGCSE 2006, Special Session, Houston, Texas, USA, pp. 396–397, 3–5 March 2006CrossRef
13.
Zurück zum Zitat Malone, T.W.: What makes things fun to learn? Heuristics for designing instructional computer games. In: SIGSMALL 1980, Proceedings of the 3rd ACM SIGSMALL Symposium and the First SIGPC Symposium on Small Systems, Palo Alto, pp. 162–169. ACM Press (1980) Malone, T.W.: What makes things fun to learn? Heuristics for designing instructional computer games. In: SIGSMALL 1980, Proceedings of the 3rd ACM SIGSMALL Symposium and the First SIGPC Symposium on Small Systems, Palo Alto, pp. 162–169. ACM Press (1980)
14.
Zurück zum Zitat Andreessen, M.: Why software is eating the world. Wall Street J. 20 Andreessen, M.: Why software is eating the world. Wall Street J. 20
15.
Zurück zum Zitat Barr, D., et al.: Computational thinking: a digital age skill for everyone. Learn. Lead. Technol. 38(6), 20–23 (2011) Barr, D., et al.: Computational thinking: a digital age skill for everyone. Learn. Lead. Technol. 38(6), 20–23 (2011)
16.
Zurück zum Zitat Yadav, A., et al.: Introducing computational thinking in education courses. In: Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, pp. 465–470. ACM (2011) Yadav, A., et al.: Introducing computational thinking in education courses. In: Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, pp. 465–470. ACM (2011)
17.
Zurück zum Zitat Moreno-Ger, P.: Educational game design for online education. Comput. Hum. Behav. 24, 2530–2540 (2008)CrossRef Moreno-Ger, P.: Educational game design for online education. Comput. Hum. Behav. 24, 2530–2540 (2008)CrossRef
18.
Zurück zum Zitat Kiili, K.: Digital game-based learning: towards an experiential gaming model. Internet High. Educ. 8, 13–24 (2005)CrossRef Kiili, K.: Digital game-based learning: towards an experiential gaming model. Internet High. Educ. 8, 13–24 (2005)CrossRef
19.
Zurück zum Zitat Xie, T.: Where software engineering, education and gaming meet. In: Computer Games and Software Engineering, pp. 114–132 (2015) Xie, T.: Where software engineering, education and gaming meet. In: Computer Games and Software Engineering, pp. 114–132 (2015)
20.
Zurück zum Zitat Swacha, J.: Gamification-based e-learning platform for computer programming education. In: X World Conference on Computers in Education (2013) Swacha, J.: Gamification-based e-learning platform for computer programming education. In: X World Conference on Computers in Education (2013)
21.
Zurück zum Zitat Park, H.M.: Global SW education trend and tools. Internet & Security Focus, p. 41 (2014) Park, H.M.: Global SW education trend and tools. Internet & Security Focus, p. 41 (2014)
22.
Zurück zum Zitat Park, J.H.: Effect of storytelling based software education on computational thinking. J. Korean Assoc. Inf. Educ. 19(11), 58 (2015) Park, J.H.: Effect of storytelling based software education on computational thinking. J. Korean Assoc. Inf. Educ. 19(11), 58 (2015)
23.
Zurück zum Zitat Cho, S.-H., et al.: The effect of CPS-based scratch EPL on problem solving ability and programming attitude. Korea Assoc. Inf. Educ. 12(1), 77–88 (2008)MathSciNet Cho, S.-H., et al.: The effect of CPS-based scratch EPL on problem solving ability and programming attitude. Korea Assoc. Inf. Educ. 12(1), 77–88 (2008)MathSciNet
25.
Zurück zum Zitat Gouws, L.A., et al.: Computational thinking in educational activities: an evaluation of the educational game light-bot. In: Proceedings of the 18th ACM Conference on Innovation and Technology in Computer Science Education. ACM (2013) Gouws, L.A., et al.: Computational thinking in educational activities: an evaluation of the educational game light-bot. In: Proceedings of the 18th ACM Conference on Innovation and Technology in Computer Science Education. ACM (2013)
28.
Zurück zum Zitat Khara, A.: How good is the website CodeCombat.com at teaching JavaScript, Python, and its associated languages? (2015). https://www.quora.com (pristupljeno: 25. Kolovoza 2017) Khara, A.: How good is the website CodeCombat.com at teaching JavaScript, Python, and its associated languages? (2015). https://​www.​quora.​com (pristupljeno: 25. Kolovoza 2017)
Metadaten
Titel
Development of a Puzzle Game to Learn Coding for Elementary Students
verfasst von
Jaisoon Baek
Gyuhwan Oh
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-30033-3_21