Scool - Game-based learning in computer science class A case study in secondary education

Alexander Steinmaurer, Johanna Pirker, Christian Gütl

Research output: Contribution to journalArticleResearchpeer-review

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.

Original languageEnglish
Pages (from-to)35-50
Number of pages16
JournalInternational Journal of Engineering Pedagogy
Volume9
Issue number2
DOIs
Publication statusPublished - 1 Jan 2019

Fingerprint

secondary education
computer science
Computer science
Education
Students
learning
school type
student
coding
performance
emotion
programming
educator
experiment
gender
evaluation
Experiments
Group

Keywords

  • Computational thinking
  • Game-based learning
  • SCool
  • STEM

ASJC Scopus subject areas

  • Education
  • Engineering(all)

Cite this

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, Vol. 9, No. 2, 01.01.2019, p. 35-50.

Research output: Contribution to journalArticleResearchpeer-review

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