Παρακαλώ χρησιμοποιήστε αυτό το αναγνωριστικό για να παραπέμψετε ή να δημιουργήσετε σύνδεσμο προς αυτό το τεκμήριο: https://ruomo.lib.uom.gr/handle/7000/1453
Πλήρης εγγραφή μεταδεδομένων
Πεδίο DCΤιμήΓλώσσα
dc.contributor.authorKroustalli, Chrysoula-
dc.contributor.authorXinogalos, Stelios-
dc.date.accessioned2022-09-29T11:02:01Z-
dc.date.available2022-09-29T11:02:01Z-
dc.date.issued2021-
dc.identifier10.1007/s10639-021-10596-yen_US
dc.identifier.issn1360-2357en_US
dc.identifier.issn1573-7608en_US
dc.identifier.urihttps://doi.org/10.1007/s10639-021-10596-yen_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1453-
dc.description.abstractSerious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their added value in comparison with typical teaching approaches. In this study the effects of teaching programming to lower secondary school students with the serious game CodeCombat and the typical teaching approach are compared. Specifically, fifty-nine students formed an experimental group that was taught programming with CodeCombat and a control group that was taught programming through lecturing and problem solving in Python with a typical programming environment. The study aimed to investigate whether a game like CodeCombat that is based on a text-based real programming language: improves students’ performance in basic programming concepts; brings better learning outcomes in comparison with typical teaching methods; engages students’ interest. Data was collected through a pre and post test, as well as a survey prior the intervention and another one based on the Technology Acceptance Model at the end. It was concluded that the experimental group performed better than the control group, but this difference was not found to be statistically significant. CodeCombat was evaluated positively in terms of its perceived ease of use and usefulness, as well as the attitude towards its use. The results were neutral in terms of students’ behavioral intention to use CodeCombat, but were positive in using serious games for programming in general.en_US
dc.language.isoenen_US
dc.sourceEducation and Information Technologiesen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subjectFRASCATI::Social sciences::Educational sciences::Education, general (including: training, pedagogy,didactics)en_US
dc.subject.otherSerious games for programmingen_US
dc.subject.otherCodeCombaten_US
dc.subject.otherPythonen_US
dc.subject.otherlearning effectsen_US
dc.subject.otherTechnology Acceptance Model (TAM)en_US
dc.titleStudying the effects of teaching programming to lower secondary school students with a serious game: a case study with Python and CodeCombaten_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςen_US
local.identifier.volume26en_US
local.identifier.issue5en_US
local.identifier.firstpage6069en_US
local.identifier.lastpage6095en_US
Εμφανίζεται στις Συλλογές: Τμήμα Εφαρμοσμένης Πληροφορικής

Αρχεία σε αυτό το Τεκμήριο:
Αρχείο Περιγραφή ΜέγεθοςΜορφότυπος 
2021_ΕΑΙΤ_postprint.pdf851,95 kBAdobe PDFThumbnail
Προβολή/Ανοιγμα


Τα τεκμήρια στο Αποθετήριο προστατεύονται από πνευματικά δικαιώματα, εκτός αν αναφέρεται κάτι διαφορετικό.