Skip to main content

Abstract

Since coding literacy has become a necessity, acquiring the fundamentals of programming at an early stage can bring countless constructive consequences to many aspects of the youngsters’ lives. Educational serious games have recently attracted attention, especially with the post-pandemic surge in homeschooling and distance learning. The majority of the existing serious games are either using the traditional two-dimensional (2D) or three-dimensional (3D) environments. One of the most emerging technologies over the recent years is Augmented Reality (AR). This study describes the findings of a comparative experimental research that questions the impact of the medium of a serious game on the learning process of Computer Science (CS) core concepts for youngsters. The objective of the experiment is the design, implementation and evaluation of an AR serious game that would assist youngsters in learning the basic programming concepts. This game was developed in order to examine the effectiveness of an engaging AR serious game on the learning process for youngsters compared to another implemented 2D version of the same game, in the context of teaching CS.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Alakärppä, I., Jaakkola, E., Väyrynen, J., Häkkilä, J.: Using nature elements in mobile AR for education with children. In: Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 1–13 (2017)

    Google Scholar 

  2. Briggs, J.R.: Python for Kids: A Playful Introduction to Programming. No Starch Press, San Francisco (2013)

    Google Scholar 

  3. Charles, A.J.: Augmented reality: a technology for integrated learning (2015). https://doi.org/10.13140/RG.2.1.3080.4246

  4. CodinGame: Coding games and programming challenges to code better (2012). https://codingame.com/ide/puzzle/onboarding

  5. Committee KCSFS, et al.: K-12 computer science framework. ACM (2016)

    Google Scholar 

  6. Craighead, J., Burke, J., Murphy, R.: Using the unity game engine to develop SARGE: a case study. In: Proceedings of the 2008 Simulation Workshop at the International Conference on Intelligent Robots and Systems (IROS 2008) (2008)

    Google Scholar 

  7. Diah, N.M., Ismail, M., Ahmad, S., Dahari, M.K.M.: Usability testing for educational computer game using observation method. In: 2010 International Conference on Information Retrieval & Knowledge Management (CAMP), pp. 157–161. IEEE (2010)

    Google Scholar 

  8. Dunleavy, M., Dede, C., Mitchell, R.: Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. J. Sci. Educ. Technol. 18(1), 7–22 (2009)

    Article  Google Scholar 

  9. Hasan, M., Faiyaz, I.H., Bhuiyan, A., Joy, S.F.A., et al.: Augmented reality education system. PhD thesis, BRAC University (2018)

    Google Scholar 

  10. Kalelioğlu, F.: A new way of teaching programming skills to k-12 students: Code. org. Comput. Hum. Behav. 52, 200–210 (2015)

    Article  Google Scholar 

  11. Kelleher, C., Pausch, R., Kiesler, S.: Storytelling Alice motivates middle school girls to learn computer programming. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1455–1464 (2007)

    Google Scholar 

  12. Kesim, M., Ozarslan, Y.: Augmented reality in education: current technologies and the potential for education. Procedia-Soc. Behav. Sci. 47, 297–302 (2012)

    Article  Google Scholar 

  13. Kraut, B., Jeknić, J.: Improving education experience with augmented reality (AR). In: 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), pp. 755–760. IEEE (2015)

    Google Scholar 

  14. Lee, K.: Augmented reality in education and training. TechTrends 56(2), 13–21 (2012). https://doi.org/10.1007/s11528-012-0559-3

    Article  Google Scholar 

  15. Malan, D.J., Leitner, H.H.: Scratch for budding computer scientists. ACM SIGCSE Bull. 39(1), 223–227 (2007)

    Article  Google Scholar 

  16. Maloney, J., Resnick, M., Rusk, N., Silverman, B., Eastmond, E.: The scratch programming language and environment. ACM Trans. Comput. Educ. (TOCE) 10(4), 1–15 (2010)

    Article  Google Scholar 

  17. Niantic: Pokémon go (2016). https://pokemongolive.com

  18. O’Brien, S.: Jobs with the highest salary (2019). https://cnbc.com/2019/01/24/here-are-the-most-in-demand-jobs-for-2019.html

  19. Pearce, J.M., Ainley, M., Howard, S.: The ebb and flow of online learning. Comput. Hum. Behav. 21(5), 745–771 (2005)

    Article  Google Scholar 

  20. Repenning, A., Lewis, C.: Playing a game: the ecology of designing, building and testing games as educational activities. In: EdMedia + Innovate Learning, Association for the Advancement of Computing in Education (AACE), pp. 4901–4905 (2005)

    Google Scholar 

  21. Stapleton, A.J.: Serious games: serious opportunities. In: Australian Game Developers Conference, Academic Summit, Melbourne (2004)

    Google Scholar 

  22. Weintrop, D., Wilensky, U.: To block or not to block, that is the question: students’ perceptions of blocks-based programming. In: Proceedings of the 14th International Conference on Interaction Design and Children, pp. 199–208. ACM (2015)

    Google Scholar 

  23. Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C.: Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013)

    Article  Google Scholar 

  24. Yuen, S.C.Y., Yaoyuneyong, G., Johnson, E.: Augmented reality: an overview and five directions for AR in education. J. Educ. Technol. Dev. Exch. (JETDE) 4(1), 11 (2011)

    Google Scholar 

  25. Zhang, Y., Shan, L., Li, S.: Educational game design for teaching Chinese as a foreign language by effective learning environment, flow, motivation. In: International Conference on Web-Based Learning, pp. 1–10. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-20539-2_1

  26. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st edn. O’Reilly Media Inc., Newton (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David Mina .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Mina, D., Salah, J., Abdennadher, S. (2022). ARcode: Programming for Youngsters Through AR. In: De la Prieta, F., et al. Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference. MIS4TEL 2021. Lecture Notes in Networks and Systems, vol 326. Springer, Cham. https://doi.org/10.1007/978-3-030-86618-1_7

Download citation

Publish with us

Policies and ethics