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Tangibles vs. Mouse in Educational Programming Games: Influences on Enjoyment and Self-Beliefs

Published:06 May 2017Publication History

ABSTRACT

Computer Science (CS) and related skills such as programming and Computational Thinking (CT) have recently become topics of global interest, with a large number of programming games created to engage and educate players. However, there has been relatively limited work to assess 1) the efficacy of such games with respect to critical educational factors such as enjoyment and programming self-beliefs; and 2) whether there are advantages to alternative, physically embodied design approaches (e.g., tangibles as input). To better explore the benefits of a tangible approach, we built and tested two versions of an educational programming game that were identical in design except for the form of interaction (tangible programming blocks vs. mouse input). After testing 34 participants, results showed that while both game versions were successful at improving programming self-beliefs, the tangible version corresponded to higher self-reports of player enjoyment. Overall, this paper presents a comparison between the efficacy of tangible and mouse design approaches for improving key learning factors in educational programming games.

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    • Published in

      cover image ACM Conferences
      CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
      May 2017
      3954 pages
      ISBN:9781450346566
      DOI:10.1145/3027063

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      Publication History

      • Published: 6 May 2017

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      CHI EA '17 Paper Acceptance Rate1,000of5,000submissions,20%Overall Acceptance Rate6,164of23,696submissions,26%

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