Proceeding of the 44th ACM Technical Symposium on Computer Science Education 2013
DOI: 10.1145/2445196.2445237
|View full text |Cite
|
Sign up to set email alerts
|

Integrating fantasy role-play into the programming lab

Abstract: It has been claimed that learning can be facilitated by a positive academic self-concept. Therefore, reinforcing this construct may benefit students and the application of 'projective identity' in educational multimedia could be a means of achieving this. To test this hypothesis, two versions of a debugging exercise were developed, with one incorporating elements of fantasy role-play. They were compared through a double-blind parallel-group randomised trial using a sample of 36 undergraduate computing students… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2013
2013
2023
2023

Publication Types

Select...
4
2
1

Relationship

2
5

Authors

Journals

citations
Cited by 12 publications
(3 citation statements)
references
References 11 publications
0
3
0
Order By: Relevance
“…The current investigation used as a setting a computer science learning game, and so it is reasonable to predict that red is hindering. Such effects may translate to changes in academic self-concept [63]. However, were the color red presented in the context of, e.g., a social game ( [46,55], etc.…”
Section: Discussionmentioning
confidence: 99%
“…The current investigation used as a setting a computer science learning game, and so it is reasonable to predict that red is hindering. Such effects may translate to changes in academic self-concept [63]. However, were the color red presented in the context of, e.g., a social game ( [46,55], etc.…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, games seem to be able to influence these psychological constructs. Notably, helping learners to develop a growth mindset in the mathematics domain [93] and their self-concept in the programming domain [112].…”
Section: Social Cognitive and Psychological Influencesmentioning
confidence: 99%
“…Extending this notion, many serious games (see Janarthanan (2012) for a definition and review) also enhance learning (e.g. Papastergiou (2009)) or otherwise provide opportunities for enrichment (e.g., Scott and Ghinea (2013a)) and so it is considered inappropriate to unduly exclude individuals with impairments from receiving the benefits of such innovations Smith (2011).…”
Section: Introductionmentioning
confidence: 99%