Abstract
In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. in [2] we have expanded our study with the introduction of a second experiment and with new additional aspects. sCool is a multi-platform game that is intended to encourage and support children learning computational thinking and coding in Python. The learning content is highly adaptable; educators can thus create own courses on an individual basis for the needs of their students. These courses involve a concept-learning and a practical mode. First, the students learn a specific concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we present the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the perception of the girls. Within this study we found out, that the students are interested in learning to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the performance of the different types of students in terms of gender and school type.
Originalsprache | englisch |
---|---|
Seiten (von - bis) | 35-50 |
Seitenumfang | 16 |
Fachzeitschrift | International Journal of Engineering Pedagogy |
Jahrgang | 9 |
Ausgabenummer | 2 |
DOIs | |
Publikationsstatus | Veröffentlicht - 1 Jan 2019 |
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Scool - Game-based learning in computer science class A case study in secondary education. / Steinmaurer, Alexander; Pirker, Johanna; Gütl, Christian.
in: International Journal of Engineering Pedagogy, Jahrgang 9, Nr. 2, 01.01.2019, S. 35-50.Publikation: Beitrag in einer Fachzeitschrift › Artikel › Forschung › Begutachtung
}
TY - JOUR
T1 - Scool - Game-based learning in computer science class A case study in secondary education
AU - Steinmaurer, Alexander
AU - Pirker, Johanna
AU - Gütl, Christian
PY - 2019/1/1
Y1 - 2019/1/1
N2 - In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. in [2] we have expanded our study with the introduction of a second experiment and with new additional aspects. sCool is a multi-platform game that is intended to encourage and support children learning computational thinking and coding in Python. The learning content is highly adaptable; educators can thus create own courses on an individual basis for the needs of their students. These courses involve a concept-learning and a practical mode. First, the students learn a specific concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we present the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the perception of the girls. Within this study we found out, that the students are interested in learning to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the performance of the different types of students in terms of gender and school type.
AB - In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. in [2] we have expanded our study with the introduction of a second experiment and with new additional aspects. sCool is a multi-platform game that is intended to encourage and support children learning computational thinking and coding in Python. The learning content is highly adaptable; educators can thus create own courses on an individual basis for the needs of their students. These courses involve a concept-learning and a practical mode. First, the students learn a specific concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we present the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the perception of the girls. Within this study we found out, that the students are interested in learning to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the performance of the different types of students in terms of gender and school type.
KW - Computational thinking
KW - Game-based learning
KW - SCool
KW - STEM
UR - http://www.scopus.com/inward/record.url?scp=85069762044&partnerID=8YFLogxK
U2 - 10.3991/ijep.v9i2.9942
DO - 10.3991/ijep.v9i2.9942
M3 - Article
VL - 9
SP - 35
EP - 50
JO - International Journal of Engineering Pedagogy
JF - International Journal of Engineering Pedagogy
SN - 2192-4880
IS - 2
ER -