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Year 2023, Volume: 31, 171 - 179, 30.10.2023
https://doi.org/10.55549/epess.1381977

Abstract

References

  • Alserri, S., Mat Zin, N. A., & Tengku Wook, T. S. M. (2018). Gender-based engagement model for serious games. International Journal on Advanced Science, Engineering and Information Technology, 8(4), 1350.
  • Bauer, A., Butler, E., & Popovic, Z. (2015). Approaches for teaching computational thinking strategies in an educational game: A position paper. IEEE Blocks and Beyond Workshop (Blocks and Beyond), 121–123.
  • Bewer, N., & Gladkaya, M. (2022). Game development based approach for learning to program: a systematic literature review. Wirtschaftsinformatik 2022 Proceedings.

Game Development-Based Learning Approach to Teaching Programming in Upper Secondary Education: A Case Study

Year 2023, Volume: 31, 171 - 179, 30.10.2023
https://doi.org/10.55549/epess.1381977

Abstract

The CODING4GIRLS (C4G) initiative aims to prepare young learners, especially girls, for careers in computer science by promoting a game development-based learning approach to teaching programming. Using the C4G approach, students learn programming concepts through the development of serious games. After the effectiveness of the C4G methodology has been confirmed at the lower secondary level, the aim is to examine whether the application of this approach is also effective at the upper secondary level. This paper presents the results of a study that represents the beginning of research in this direction. The study involved a mixed-gender class of 15- to 16-year-old students from a school in Croatia who participated in learning activities based on C4G learning scenarios. They were expected to develop games using the programming language Snap!. The scenarios aimed to engage both boys and girls by addressing interesting topics and promoting problem-solving skills in real-world contexts. According to the results, the students accepted the process of developing games to solve real-world problems and were motivated to learn programming using this approach. Their teacher also commented positively on the effectiveness of the approach in achieving the learning objectives related to programming and its suitability for upper secondary students.

References

  • Alserri, S., Mat Zin, N. A., & Tengku Wook, T. S. M. (2018). Gender-based engagement model for serious games. International Journal on Advanced Science, Engineering and Information Technology, 8(4), 1350.
  • Bauer, A., Butler, E., & Popovic, Z. (2015). Approaches for teaching computational thinking strategies in an educational game: A position paper. IEEE Blocks and Beyond Workshop (Blocks and Beyond), 121–123.
  • Bewer, N., & Gladkaya, M. (2022). Game development based approach for learning to program: a systematic literature review. Wirtschaftsinformatik 2022 Proceedings.
There are 3 citations in total.

Details

Primary Language English
Subjects Other Fields of Education (Other)
Journal Section Articles
Authors

Martina Holenko-dlab This is me

Early Pub Date October 27, 2023
Publication Date October 30, 2023
Published in Issue Year 2023 Volume: 31

Cite

APA Holenko-dlab, M. (2023). Game Development-Based Learning Approach to Teaching Programming in Upper Secondary Education: A Case Study. The Eurasia Proceedings of Educational and Social Sciences, 31, 171-179. https://doi.org/10.55549/epess.1381977