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Engaging Programming Interactions: A Game-Based Learning Approach

Develop an interactive educational game that makes programming fun, aiming to increase student enrollment and diversity in IT programs. Summer Usability Study tests game preference for learning programming. Layout includes 2D exploratory and 3D structured games with quests of varying difficulties. Game prototypes feature symbolic programming and dialogue trees. Study methodology includes pre- and post-tests, game playing sessions, and interviews for feedback. Future work involves applying findings to the Game2Learn project and comparing game-based learning to traditional methods. Any questions?

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Engaging Programming Interactions: A Game-Based Learning Approach

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  1. Game2Learn Exploring Interactions of Programming in Games Paige Matthews

  2. Background Game2Learn StormHaven Usability Study

  3. Gender in Games • Number of students enrolling in IT programs is declining • Number of women in field is increasing however they make up less than 20% of the population • Women are more likely to stay in the field if there are opportunities for collaborative learning

  4. Number of students in IT programs is declining Small number of women in the field Develop an interesting interactive educational game that makes programming fun Number of students in program will increase as will diversity?

  5. Summer Usability Study • Hypothesis: People will prefer learning through a game as compared to traditional methods of learning programming • Qualitative Study • Primarily Testing: • If the games are enjoyable • If the subjects feel they can learn with games • If the subjects would prefer to learn from games such as these

  6. Layout • 2 games • 2D, exploratory • 3D, structured • 3 quests – easy, medium, hard • Why this layout? • Learning • Game structure • Interface

  7. Saving Sera RPG Maker game 2D game 1 version of the game Several quest interfaces The Catacombs Neverwinter Nights game 3D game 2 versions of the game Each version has a separate interface Game Prototypes

  8. Interfaces • Saving Sera: • Fill in the blank • Code jumble • Symbolic Programming • Dialogue Tree • The Catacombs: • Symbolic programming • Dialogue Trees

  9. Overview of study • Questionnaire • Pre-test • Playing the games • Play quests from Saving Sera • Play one version of The Catacombs • Post-test • Interview

  10. Pre- and Post- Tests for ( int j = 0; j □□; j++ ) { for ( int k = 0; k □□; k++ ) { print( j + k + “ “); } print( “\n” ); }

  11. Interview • Background playing games • Feedback for each quest • Overall feedback • Interview will provide our primary outcome measurements

  12. Future Work • Apply findings to Game2Learn game • Compare learning with a game to traditional classroom learning • Questions?

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