Abstract
The proposed project, sCool, is an adaptive mobile game designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement and comprehension. The new developed game experience for acquiring object-oriented programming skills is divided into two parts: concept-learning and practical. In the concept-learning part, the users explore a virtual environment filled with puzzle-pieces hinting theoretical concepts, preparing the users for the practical part. Users need to solve a programming challenge in Python, directing game-objects on a checkerboard to certain fields. Conducting a study involving 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts.
Original language | English |
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Title of host publication | Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020 |
Editors | Daphne Economou, Alexander Klippel, Heather Dodds, Anasol Pena-Rios, Mark J. W. Lee, Dennis Beck, Johanna Pirker, Andreas Dengel, Tiago M. Peres, Jonathon Richter |
Place of Publication | an Luis Obispo, CA, USA, USA |
Publisher | IEEE Xplore |
Pages | 124-131 |
Number of pages | 8 |
ISBN (Electronic) | 978-1-7348995-0-4 |
ISBN (Print) | 978-1-7281-5226-4 |
DOIs | |
Publication status | Published - Jun 2020 |
Event | 6th International Conference of the Immersive Learning Research Network, - Virtuell, United States Duration: 21 Jun 2020 → 25 Jun 2020 |
Conference
Conference | 6th International Conference of the Immersive Learning Research Network, |
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Abbreviated title | iLRN 2020 |
Country/Territory | United States |
City | Virtuell |
Period | 21/06/20 → 25/06/20 |
Keywords
- coding
- digital skills
- game-based learning
- K-12 education
ASJC Scopus subject areas
- Education
- Computer Science Applications
- Media Technology