Using game design to enhance the learning motivation of programming courses
DOI:
https://doi.org/10.52731/liir.v004.090Keywords:
Computational Thinking, Learning Motivation, Game-based Learning, CodeCombat, PygameAbstract
The ability of computational thinking can be improved through learning programming design and practicing logical thinking and problem-solving skills. However, the cognitive load of programming courses can be heavy, and students from various majors may not have sufficient knowledge about computer science. To address this, innovative teaching methods and content should be considered to reduce learning anxiety and improve motivation and performance. This study aims to redesign the Python programming course. In the first stage, a traditional lecture will be used to teach the basic concepts of programming. The CodeCombat platform will be introduced in the second stage, utilizing game-based learning strategies to teach Python programming. In the third stage, the curriculum will integrate the Pygame module for game design and implementation. After each stage of implementation, students will be given a questionnaire on learning motivation. The questionnaire will collect data on students' motivations, student work, and student thoughts for statistical analysis. According to the statistical results, the overall average score of students' learning motivation in the third stage is the highest, while the first stage has the lowest score. Therefore, it can be concluded that the teaching method of learning programming through game design is most effective in improving students' motivation to learn.
References
E. F. Anderson and L. McLoughlin, “Critters in the classroom: a 3d computer-game-like tool for teaching programming to computer animation students,” in ACM SIGGRAPH 2007 educators program, 2007, pp. 7-es.
C. Bishop-Clark, “Comparing understanding of programming design concepts using visual basic and traditional basic,” Journal of Educational Computing Research, vol. 18, no. 1, pp. 37–47, 1998.
C. S. Carver and M. F. Scheier, On the self-regulation of behavior. cambridge university press, 2001.
D. H. Clements and J. S. Meredith, “Research on Logo: Effects and efficacy,” Journal of Computing in Childhood Education, vol. 4, no. 4, pp. 263–290, 1993.
M. Felleisen, R. B. Findler, M. Flatt, and S. Krishnamurthi, “The TeachScheme! project: Computing and programming for every student,” Computer Science Education, vol. 14, no. 1, pp. 55–77, 2004.
K. Jones, “What happens when students design and run their own simulations?,” Simulation & Gaming, vol. 29, no. 3, pp. 342–347, 1998.
C. Kelleher and R. Pausch, “Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers,” ACM Computing Surveys (CSUR), vol. 37, no. 2, pp. 83–137, 2005.
J. M. Keller, “Development and use of the ARCS model of instructional design,” Journal of instructional development, vol. 10, no. 3, p. 2, 1987.
K. Kiili, “Digital game-based learning: Towards an experiential gaming model,” The Internet and higher education, vol. 8, no. 1, pp. 13–24, 2005.
P. R. Kleinginna Jr and A. M. Kleinginna, “A categorized list of motivation definitions, with a suggestion for a consensual definition,” Motivation and emotion, vol. 5, no. 3, pp. 263–291, 1981.
A. Nanjappa and R. Van Eck, “Educational games: Learners as creators,” in Seminar in Instructional Design and Technology, The University of Memphis, 2001.
S. Papert, Children, computers, and powerful ideas. Harvester, 1980.
S. A. Papert, Mindstorms: Children, computers, and powerful ideas. Basic books, 2020.
M. Prensky, “The games generations: How learners have changed,” Digital game-based learning, vol. 1, no. 1, pp. 1–26, 2001.
E. F. Provenzo Jr, “The video generation.,” American School Board Journal, vol. 179, no. 3, pp. 29–32, 1992.
A. Rollings and E. Adams, Andrew Rollings and Ernest Adams on game design. New Riders, 2003.
R. M. Ryan and E. L. Deci, “Intrinsic and extrinsic motivations: Classic definitions and new directions,” Contemporary educational psychology, vol. 25, no. 1, pp. 54–67, 2000.
S. A. Shafto, “Programming for learning in mathematics and science,” ACM SIGCSE Bulletin, vol. 18, no. 1, pp. 296–302, 1986.
J. A. Valente, “Logo as a Window into the Mind,” Logo Update, vol. 4, no. 1, pp. 1–4, 1995.
A. Watt and S. Maddock, “Computer games technology and higher education,” Virtual Reality, vol. 5, pp. 185–194, 2000.