2019
DOI: 10.20533/ijds.2040.2570.2019.0185
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Computer Programming: A Case Study of Teaching Loop Statement by Using an Interactive Educational Game

Abstract: Many European countries reported a decline in the number of students who choose STEM subjects as their future career. This is due many to the fact that STEM subjects are perceived as being difficult and boring. This paper presents findings of a case study that made use of an educational game (called Loop) to teach the loop statement in a Software Development module. The game was deployed as part of the NEWTON project large scale Programming pilot run at National College of Ireland (NCI) as part of Higher Diplo… Show more

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Cited by 2 publications
(2 citation statements)
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References 27 publications
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“…In that sense, expanding the corresponding constructive/integrative civic assumed role agency for serious games as instructional tools [6], reflecting upon ethical-linked decision making for others as assessed in AR/VR gaming [16]. Taken together, however, they seem to mirror not only computational thinking problem solving-related attributes exercised in programming languages by elementary students [17] and educational (serious) games for STEM [18], but explore and practice the United Nations 2030 Agenda for 17 sustainable development growth knowledge, attitudes and skills deemed necessary for student conscious and negotiated behaviour and proactive action for social, economic and environmental improvement for all citizens through advanced technology teaching and learning modes like serious gaming [7]. Alongside the aforementioned evidence, therefore, it might be useful to further explore a) serious gaming responsible research and innovation and engaged research tool as being interactive, social changeoriented, comprehensive and creative-based, b) in-game assessment in relation to reinforcement learning [19], c) when integrated into formal curricula learning management systems across diverse learner groups and d) when co-designed collaboratively by multidisciplinary teams of stakeholders [20] (e.g.…”
Section: Resultsmentioning
confidence: 99%
“…In that sense, expanding the corresponding constructive/integrative civic assumed role agency for serious games as instructional tools [6], reflecting upon ethical-linked decision making for others as assessed in AR/VR gaming [16]. Taken together, however, they seem to mirror not only computational thinking problem solving-related attributes exercised in programming languages by elementary students [17] and educational (serious) games for STEM [18], but explore and practice the United Nations 2030 Agenda for 17 sustainable development growth knowledge, attitudes and skills deemed necessary for student conscious and negotiated behaviour and proactive action for social, economic and environmental improvement for all citizens through advanced technology teaching and learning modes like serious gaming [7]. Alongside the aforementioned evidence, therefore, it might be useful to further explore a) serious gaming responsible research and innovation and engaged research tool as being interactive, social changeoriented, comprehensive and creative-based, b) in-game assessment in relation to reinforcement learning [19], c) when integrated into formal curricula learning management systems across diverse learner groups and d) when co-designed collaboratively by multidisciplinary teams of stakeholders [20] (e.g.…”
Section: Resultsmentioning
confidence: 99%
“…As shown in the diagram, there are a total of eleven chronological steps, all of which were labeled numerically from inception to conclusion. Step 11 is a looping point [16], where the workflow control could be switched back to Step 3, as long as further iteration is necessary. Before going into detailed explanation of the workflow, it is necessary to mention two important points.…”
Section: System Workflowmentioning
confidence: 99%