2021
DOI: 10.1007/s10639-021-10596-y
|View full text |Cite
|
Sign up to set email alerts
|

Studying the effects of teaching programming to lower secondary school students with a serious game: a case study with Python and CodeCombat

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 19 publications
(11 citation statements)
references
References 27 publications
2
4
0
Order By: Relevance
“…On the other hand, participants rated the Perceived Usefulness (PU) of using serious games as very high (M= 17.32 and SD= 2.601), after using AstroCódigo; they considered that these games could help them improve their performance. These results coincide with the ones obtained by Sanchez-Mena, Martí-Parreño, and Aldás-Manzano (2017) and Kroustalli and Xinogalos (2021).…”
Section: Rq2 What Is Thesupporting
confidence: 92%
See 2 more Smart Citations
“…On the other hand, participants rated the Perceived Usefulness (PU) of using serious games as very high (M= 17.32 and SD= 2.601), after using AstroCódigo; they considered that these games could help them improve their performance. These results coincide with the ones obtained by Sanchez-Mena, Martí-Parreño, and Aldás-Manzano (2017) and Kroustalli and Xinogalos (2021).…”
Section: Rq2 What Is Thesupporting
confidence: 92%
“…They valued the methodology of the sessions. These assessments coincide with the ones obtained in the study of Kroustalli and Xinogalos (2021).…”
Section: Rq2 What Is Thesupporting
confidence: 89%
See 1 more Smart Citation
“…Expertise. New sensor technology information is added to the teaching content to ensure that students learn as much as possible about the cutting-edge development of sensors [22][23]. Some emerging sensor technology applications and the most recent sensing materials and devices are incorporated into the curriculum, such as Internet of Things (IoT) technology, which connects items to the Internet for information exchange and communication according to agreed protocols in order to achieve intelligent identification, positioning, and navigation [24].…”
Section: Acquiring New Sensor Technologymentioning
confidence: 99%
“…to develop games that addressed real‐world problems improved the motivation of 11–15‐year‐old students ( n = 773) to learn programming, and was considered by educators as a valuable and efficient way to accomplish learning objectives related to programming for lower secondary students. Kroustalli and Xinogalos (2021) found that the use of the serious game CodeCombat improved the grasp of basic programming concepts in Python among 12–13‐year‐old students ( n = 59), as well as their ease of use and attitude towards using serious games for programming. At the university level, Malliarakis et al (2017) found that using the educational Massive Multiplayer Online Role Playing Game (MMORPG) CMX improved first‐year undergraduate students' ( n = 76) grasp of procedural programming concepts, motivation and attitude towards re‐using CMX in the future.…”
Section: Introductionmentioning
confidence: 99%