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Learning IS Child’s Play: Game-Based Learning in Computer Science…
Learning IS Child’s Play: Game-Based Learning in Computer Science Education
Objective/Goal
Assess the effectiveness of games without the use of technology in higher edu-cation and study students’ perception of learning and engagement :
Does game-based learning improve students’ perception of learning and mastery in higher education computer science classes?
Can game-based learning increase student engagement and teamwork in computer science courses?
Is there a relationship between the effectiveness of game-based learning in higher education and the disciplinary culture?
Research Methods
Immersive game design encompasses the entire session (or series of sessions) as a full-fledged game where students participate in playing a game-based activity, and every activity is a game activity
Thematic game design, students choose a character and points or badges are assigned to several of the dedicated activities throughout the semester
Modular game design can include a wide range of activities from memory games with playing cards to elaborate scavenger hunts
Results
Student Perception
Students slightly preferred GBL, but no significant difference when compared to classic lecture style
Working Together
Students believe that game-based lectures are more effective in working together as opposed to the regular lecture
Learning Traits
Illustrate an interesting correlation between students’ learning traits and game-based activities
Reflection
I was surprised by the results of this study. I thought there would me of a difference in GBL and classic lecture learning in student perception. I thought more students would prefer GBL learning over lectures as GBL tends to be more engaging. I do think the age of the students and the instruction style could have impacted the results. I think GBL would have a higher student perception if the students were much younger. I think with an older age group, the instruction style may not matter as much. I would like to see the same study conducted with middle-high school students and elementary students. I think these age groups would contradict this study's findings.
Gamification
Gamification is the application of game elements and principles in non-game contexts with the goal of improving user engagement and productivity.
increasing student motivation and engagement
Study Design
Class Types
One class using traditional lecture-style methods
One class using game-based techniques.
The two lectures were delivered one week apart and we gathered student feedback through an online questionnaire and semi-structured interview