Proceedings of the 7th International Conference on Computer Supported Education 2015
DOI: 10.5220/0005475802890294
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Towards a 3D Virtual Game for Learning Object-Oriented Programming Fundamentals and C++ Language - Theoretical Considerations and Empirical Results

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Cited by 3 publications
(8 citation statements)
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“…This analysis aims to evaluate the distance between the target situation (the knowledge to be taught) and the source situation (the game situation induced by Progo). Although several empirical studies have been conducted to analyse the use of Progo and its learning effectiveness (Djelil et al, 2015;Djelil et al, 2017;Djelil et al, 2019), we do not focus in this study on the analysis of the learning experience, but we rather aim to analyse the game design based on the didactic transposition model.…”
Section: Methodsmentioning
confidence: 99%
“…This analysis aims to evaluate the distance between the target situation (the knowledge to be taught) and the source situation (the game situation induced by Progo). Although several empirical studies have been conducted to analyse the use of Progo and its learning effectiveness (Djelil et al, 2015;Djelil et al, 2017;Djelil et al, 2019), we do not focus in this study on the analysis of the learning experience, but we rather aim to analyse the game design based on the didactic transposition model.…”
Section: Methodsmentioning
confidence: 99%
“…Tricot and other scholars in 2003 proposed three dimensions for evaluating learning games based on product intention of use: usability, usefulness, and acceptability [36]. In other words, whether users are positive or negative regarding the product, their "intention" of use depends on many parameters: motivation, affects, culture, and values.…”
Section: Introductionmentioning
confidence: 99%
“…In other words, whether users are positive or negative regarding the product, their "intention" of use depends on many parameters: motivation, affects, culture, and values. Assessing dimensions were proposed based on context-based factors such as the availability of specific resources and technologies, the organization of the curriculum, the time devoted to the use of the learning game, and the use of additional resources, depending on the ease of use, utility, and acceptability [36]. Similarly, game-based learning crowdfunding campaigns can be assessed based on the representation, organization, educational content, and context of related resources in the campaign's funding proposal.…”
Section: Introductionmentioning
confidence: 99%
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