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Learning programming by creating games through the use of structured activities in secondary education in Greece

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Abstract

The effective teaching of the concept of programming, where critical thinking is an important factor, is not so easy in secondary education. New teaching approaches, including, game-based learning, may provide a solution due to their inclusion of more fun and diverse activities but they still lack the active participation of the students in the creation of the material. In this context, we develop new teaching and learning materials to teach programming principles, like conditionals, loops and variables, to secondary education students based mainly on the constructivistic philosophy. The aim is to help students learn the basics of programming though creating games using a block-type programming environment and not only through the use and the playing of games. This approach combines the use of game design and creation with learning and results to the developing of basic programming skills. In order to evaluate the produced material quantitative and qualitative methods, such as questionnaires, classroom observations and discussions have been used. The results depict an improvement of the students’ knowledge and skills in programming through this game creation process.

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Acknowledgements

We would like to thank the 52 students from the 9th Gymnasium in Nikaia-Greece who participated in the implementation of the worksheets’ activities and gave us their useful comments and suggestions and also the 7 teachers who gave us their opinion about our work.

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Correspondence to Eleni Seralidou.

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Appendices

Appendix A

Sample Worksheet Activity –Worksheet 2

3rd Activity.

Import Objects.

From the object library find the object “Arrow1” and insert it twice in the program, changing the names to Arrow3 and Arrow4, if they do not change automatically.

figure a

5th Activity.

Expand the command codes for the object “Welcome”:

For the object “Welcome” in the section of the code that includes the “When this object is clicked” event add the following using the appropriate commands:

  1. 1

    Ask “The adventure begins! Do you want to continue? (Yes or No)”.

  2. 2

    If yes, then change the background to Livingroom_1.

  3. 3

    If no, then stop the executing of all commands.

figure b

Sample Worksheet Activity – Worksheet 3.

4th Activity.

Expand the command codes for the object “Welcome”:

For the object “Welcome” in the section of the code that includes the “When this object is clicked” event add the following using the appropriate commands:

After the command “Ask “The adventure begins! Do you want to continue? (YES or NO)”” the program should do the following:

  • Give to a variable called “Counter” the initial value of zero.

  • Repeat the following actions three times:

  1. 1

    If the answer is “NO” it will display the “Rethink it!” message so the user will be able to reply again.

  2. 2

    When the answer is “NO” the value of the variable “Counter” will be displayed and changed by +1.

  3. 3

    If the answer is “YES” then enter the house by changing the background to “Livingroom_1” and hide the “Counter” variable.

  4. 4

    If the “Counter” variable has a value equal to 3, that is, the user has repeatedly given “NO” three times, then the program must be terminated.

figure c

Appendix B

The questionnaire that was presented to the students.

General Information

  1. 1

    Class

  2. 2

    Gender

  3. 3

    Area

  4. 4

    Have you used Scratch in previous years?

  5. 5

    Have you been taught another educational programming environment the previous years?

  6. 6

    If yes, which?

  7. 7

    Were you familiar with object programming before learning about it in this class?

  8. 8

    Have you created a game in any educational programming environment the previous years?

Experience of learning and teaching

Structure and organization of the activities

  1. 1

    In each of the four Escape House exercises there were explanations of what I’m going to learn.

  2. 2

    The concepts I had to work with and learn followed each other in a clear and comprehensible way.

  3. 3

    The activities were well organized and there were not problems in their implementation.

Teaching and Learning

  1. 1

    I liked that I created a game in scratch.

  2. 2

    I will continue to use the scratch software.

  3. 3

    The given exercises helped me understand the if and loop structure through creating a game.

  4. 4

    The given exercises helped me understand the basic programming concepts like object, variable etc. through creating a game.

  5. 5

    The exercises included a lot of examples that helped in better understanding.

  6. 6

    The way the exercises were organized helped me think of many solutions for each activity.

  7. 7

    After completing the activities I think I understand and I have good knowledge of how to use Scratch.

  8. 8

    After completing the activities I find more interesting learning through creating a game.

Lesson’s Requirements

  1. 1

    In order to participate I needed to know programming.

  2. 2

    I was presented with ideas and problems in the activities that I could work with.

  3. 3

    The programming abilities and technical requirements for the implementation of activities troubled me.

  4. 4

    The planned time for the activities was enough.

  5. 5

    Collaboration with my classmates helped me.

What have you learned?

  1. 1

    I understood what I was taught through the worksheets’ activities.

  2. 2

    I was led to situations that I had to think of ideas and ways of solving problems.

  3. 3

    I had the chance to work with my classmates.

Suggestions

  1. 1

    Do you think that the activities for the EscapeHouse creation need improvement?

  2. 2

    If yes, what are your suggestions?

Appendix C

The questionnaire that was presented to the teachers.

General Information

  1. 1

    Gender

  2. 2

    Age

  3. 3

    Education Level

  4. 4

    Years of work experience

  5. 5

    Type of School

  6. 6

    Area

Learning and Teaching Experience

Structure and organization of the exercises content

  1. 1

    In each of the four Escape House exercises there are explanations of what is going to be taught.

  2. 2

    The questions and theory concepts follow each other in a clear and comprehensible way.

  3. 3

    The activities are well organized.

Teaching and Learning

  1. 1

    I like the idea of creating a game in Scratch.

  2. 2

    The activities help in understanding the if and loop structure through creating a game

  3. 3

    The activities help in understanding basic concepts like object, variable etc. through creating a game.

  4. 4

    The activities include enough examples that help in better understanding.

  5. 5

    The way the activities is organized leads in thinking many different solutions for each activity.

  6. 6

    After completing the activities, I think that the student has a good knowledge and understands how to use Scratch.

  7. 7

    After completing the activities, learning through creating a game seems more interesting.

Lesson’s requirements

  1. 1

    The student must know programming in order to participate.

  2. 2

    The ideas and problems in the activities are easy to process.

  3. 3

    The skills and technical requirements for solving the problems in the activities are high.

  4. 4

    The planned time for the activities is enough.

  5. 5

    The activities promote collaboration between students.

Suggestions

  1. 1

    Do you think that the activities of the Escape House’s creation need improvement?

  2. 2

    If yes, what are your suggestions?

Appendix D

The Pre – Post set of questions.

Knowledge

Conditionals

  1. 1

    I can identify the if structure in Scratch.

  2. 2

    I can describe the if structure in Scratch.

  3. 3

    I understand the function of the if structure in Scratch.

  4. 4

    I can explain the function of the if structure in Scratch.

  5. 5

    I can find the if structure blocks category in Scratch.

  6. 6

    I can use the if structure in an algorithm in order to solve a specific problem.

Loops

  1. 1

    I can identify the loop structure in Scratch.

  2. 2

    I can describe the loop structure in Scratch.

  3. 3

    I understand the function of the loop structure in Scratch.

  4. 4

    I can explain the function of the loop structure in Scratch.

  5. 5

    I can find the loop structure blocks category in Scratch.

  6. 6

    I can use the loop structure in an algorithm in order to solve a specific problem.

Variables

  1. 1

    I can identify the variables in Scratch.

  2. 2

    I can describe the variables in Scratch.

  3. 3

    I understand the function of the variables in Scratch.

  4. 4

    I can explain the function of the variables in Scratch.

  5. 5

    I can find the variable blocks category in Scratch.

  6. 6

    I can use the variables in an algorithm in order to solve a specific problem.

Skills

  1. 1

    I can use the Scratch if block commands to program.

  2. 2

    I can use the Scratch loop block commands to program.

  3. 3

    I can use the Scratch variables block commands to program.

  4. 4

    I can develop applications which will require the user’s participation and stimulate the user’s interest.

Attitudes

  1. 1

    I am having a positive interest in programming.

  2. 2

    I collaborate with my classmates to solve problems in programming.

  3. 3

    I am having a positive interest in learning programming through creating a game.

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Seralidou, E., Douligeris, C. Learning programming by creating games through the use of structured activities in secondary education in Greece. Educ Inf Technol 26, 859–898 (2021). https://doi.org/10.1007/s10639-020-10255-8

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  • DOI: https://doi.org/10.1007/s10639-020-10255-8

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