2012 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) 2012
DOI: 10.1109/vlhcc.2012.6344507
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Investigating the role of purposeful goals on novices' engagement in a programming game

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Cited by 64 publications
(17 citation statements)
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“…In our study, adults played an educational programming game called Gidget (described in detail in [20,21,22]), which asked participants to complete a series of debugging puzzles, finding and fixing errors in a virtual robot's programs in order to proceed. The game taught basic programming concepts including conditionals, variables, loops, and functions.…”
Section: Methodsmentioning
confidence: 99%
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“…In our study, adults played an educational programming game called Gidget (described in detail in [20,21,22]), which asked participants to complete a series of debugging puzzles, finding and fixing errors in a virtual robot's programs in order to proceed. The game taught basic programming concepts including conditionals, variables, loops, and functions.…”
Section: Methodsmentioning
confidence: 99%
“…The task we posted explained that participants would be asked to play a game and then complete a survey, that they could quit at any time after the first level, and that they would receive $0.30 USD for starting the HIT, and an additional $0.10 for each level completed. We used an initial pricing and validation model from studies involving the same educational programming game [20,21], setting the base reward high enough to attract workers, and the bonus low enough so participants would not feel obligated to play the game.…”
Section: Participantsmentioning
confidence: 99%
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“…Descriptions of earlier versions of Gidget have been reported elsewhere [17,18,19], so here we focus only on the details needed for this paper.…”
Section: The Gidget Prototypementioning
confidence: 99%
“…Those playing the former version completed double the levels and were more likely to say they wanted to help the character than those playing the latter version of the game. The second study [6] examined how the purposefulness of the levels' goals, manipulated by the names and images of the objects the game character interacted with, affected people's motivation to play the game. Players were randomly assigned to groups using vertebrate animals (e.g., dogs, cats), invertebrates (e.g., insects), or inanimate objects (e.g., blocks), within the context of cleaning up a chemical spill.…”
Section: Thesis Goals Methods and Statusmentioning
confidence: 99%