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Are You Game?

Published: 22 February 2019 Publication History

Abstract

The use of gameful activities in education has been widely celebrated in recent years as an effective pedagogical method in engaging students, exciting cognitive abilities, and promoting mastery. Despite the popularity of game-based learning, to date, little has been done to analyze the impacts of introducing such interventions on students and instructors alike. We focus on hybrid teaching strategies that blend educational games with instructional scaffolding in introductory computer science teaching. We assess the effectiveness of incorporating these teaching strategies by leveraging various empirical evaluation techniques and study their impacts from three different dimensions: students' point of view, instructors' perspective, and students' performance. In addition, we establish correlations between students' approaches to learning and game-based learning, and further discuss how learning concentration and curiosity relate to students' perception of game-based activities.

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Cited By

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  • (2024)Empowering Computer Vision in Higher Education: A Novel Tool for Enhancing Video Coding ComprehensionComputer Applications in Engineering Education10.1002/cae.2280833:1Online publication date: 18-Nov-2024

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cover image ACM Conferences
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science Education
February 2019
1364 pages
ISBN:9781450358903
DOI:10.1145/3287324
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 22 February 2019

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Author Tags

  1. game-based learning
  2. introductory computer science
  3. learning styles
  4. scaffolding

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SIGCSE '19
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SIGCSE '19 Paper Acceptance Rate 169 of 526 submissions, 32%;
Overall Acceptance Rate 1,787 of 5,146 submissions, 35%

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  • (2024)Empowering Computer Vision in Higher Education: A Novel Tool for Enhancing Video Coding ComprehensionComputer Applications in Engineering Education10.1002/cae.2280833:1Online publication date: 18-Nov-2024

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