Abstract
In recent years there has been an increased use of serious games to help increase the level of knowledge and experience of individuals working in different domains. In particular serious games for educational purposes have been used in many domains including software engineering and computer science [1]. Hence, this study proposes a quantitative research approach to increase the programming knowledge levels of the first-year undergraduate students at computer engineering departments. For this aim, a responsive web platform was developed to teach the syntax and logic of the C programming language by using game elements. This environment provided students with an ability to independently investigate the C programming language continuously since the platform is always accessible. To better understand the effectiveness of the designed environment, 10 first-year computer engineering students were selected as a pilot experimental group. According to the results obtained from the user tests, this game can be used as an educational tool, which supports the traditional training methods, to increase the knowledge levels of students about the syntax and logic of the C programming language.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Calderón, A., Ruiz, M., O’Connor, R.V.: A serious game to support the ISO 21500 standard education in the context of software project management. Comput. Stand. Interfaces 60, 80–92 (2018)
Clarke, P., O’Connor, R.V., Leavy, B.: A complexity theory viewpoint on the software development process and situational context. In: Proceedings of the International Conference on Software and Systems Process, pp. 86–90. ACM (2016)
Tamannaeifar, M., Hesampour, F.: The relationship between cultural and emotional intelligence with students’ adjustment to university. Hum. Resour. Manag. 3, 1–13 (2016)
Schwinger, M., Stiensmeier-Pelster, J.: Effects of motivational regulation on effort and achievement: a mediation model. Int. J. Educ. Res. 56, 35–47 (2012)
Wintre, M.G., Yaffe, M.: First-year students’ adjustment to university life as a function of relationships with parents. J. Adolesc. Res. 15, 9–37 (2000)
Lokitz, B.D., Sprandel, H.Z.: The first year: a look at the freshman experience. J. Coll. Stud. Pers. 17, 274–279 (1976)
Chemers, M.M., Hu, L., Garcia, B.F.: Academic self-efficacy and first year college student performance and adjustment. J. Educ. Psychol. 93, 55 (2001)
Clark, J.: Powerpoint and pedagogy: maintaining student interest in university lectures. Coll. Teach. 56, 39–44 (2008)
Massingham, P., Herrington, T.: Does attendance matter? An examination of student attitudes, participation, performance and attendance. J. Univ. Teach. Learn. Pract. 3, 3 (2006)
Felder, R.M., Brent, R.: The intellectual development of science and engineering students. Part 2: teaching to promote growth. J. Eng. Educ. 93, 279–291 (2004)
Yilmaz, R.: Exploring the role of e-learning readiness on student satisfaction and motivation in flipped classroom. Comput. Hum. Behav. 70, 251–260 (2017)
Buckley, P., Doyle, E.: Gamification and student motivation. Interact. Learn. Environ. 24, 1162–1175 (2016)
Limón, M.: On the cognitive conflict as an instructional strategy for conceptual change: a critical appraisal. Learn. Instr. 11, 357–380 (2001)
Zhang, J.: Can moocs be interesting to students? An experimental investigation from regulatory focus perspective. Comput. Educ. 95, 340–351 (2016)
Braghirolli, L.F., Ribeiro, J.L.D., Weise, A.D., Pizzolato, M.: Benefits of educational games as an introductory activity in industrial engineering education. Comput. Hum. Behav. 58, 315–324 (2016)
Calderón, A., Trinidad, M., Ruiz, M., O’Connor, R.V.: Teaching software processes and standards: a review of serious games approaches. In: Stamelos, I., O’Connor, R.V., Rout, T., Dorling, A. (eds.) SPICE 2018. CCIS, vol. 918, pp. 154–166. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-00623-5_11
Nakatsu, R., Rauterberg, M., Ciancarini, P.: Handbook of Digital Games and Entertainment Technologies. Springer, Singapore (2017)
Gulec, U., Yilmaz, M., Isler, V., O’Connor, R.V., Clarke, P.M.: A 3D virtual environment for training soccer referees. Comput. Stand. Interfaces 64, 1–10 (2019)
Nazligul, M.D., et al.: Interactive three-dimensional virtual environment to reduce the public speaking anxiety levels of novice software engineers. IET Softw. 13, 152–158 (2018)
Cox, C.A., Stoddard, B.: Strategic thinking in public goods games with teams. J. Public Econ. 161, 31–43 (2018)
Thijssen, T.J., Vernooij, F.T., Stein, P.: Accelerating learning through gaming? In: Barsky, N.P., Clements, M., Ravn, J., Smith, K. (eds.) The Power of Technology for Learning. ABET, vol. 1, pp. 25–41. Springer, Dordrecht (2008). https://doi.org/10.1007/978-1-4020-8747-9_2
Kiili, K.: Digital game-based learning: towards an experiential gaming model. Internet High. Educ. 8, 13–24 (2005)
Pivec, M.: Play and learn: potentials of game-based learning. Br. J. Educ. Technol. 38, 387–393 (2007)
Katz, S., Marshall, B.L.: Tracked and fit: Fitbits, brain games, and the quantified aging body. J. Aging Stud. 45, 63–68 (2018)
Liu, T.Y., Chu, Y.L.: Using ubiquitous games in an english listening and speaking course: impact on learning outcomes and motivation. Comput. Educ. 55, 630–643 (2010)
Van Eck, R., Dempsey, J.: The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game. Educ. Technol. Res. Dev. 50, 23–41 (2002)
Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., Kızılkaya, G.: The effects of computer games on primary school students’ achievement and motivation in geography learning. Comput. Educ. 52, 68–77 (2009)
Anderson, J.L., Barnett, M.: Learning physics with digital game simulations in middle school science. J. Sci. Educ. Technol. 22, 914–926 (2013)
Homer, B.D., Plass, J.L., Raffaele, C., Ober, T.M., Ali, A.: Improving high school students’ executive functions through digital game play. Comput. Educ. 117, 50–58 (2018)
Kazimoglu, C., Kiernan, M., Bacon, L., Mackinnon, L.: A serious game for developing computational thinking and learning introductory computer programming. Procedia - Soc. Behav. Sci. 47, 1991–1999 (2012)
Shabalina, O., Vorobkalov, P., Kataev, A., Tarasenko, A.: Educational games for learning programming languages (2008)
Adamo-Villani, N., Haley-Hermiz, T., Cutler, R.: Using a serious game approach to teach ‘operator precedence’ to introductory programming students. In: 2013 17th International Conference on Information Visualisation, pp. 523–526. IEEE (2013)
Li, F.W., Watson, C.: Game-based concept visualization for learning programming. In: Proceedings of the Third International ACM Workshop on Multimedia Technologies for Distance Learning, pp. 37–42. ACM (2011)
Jordine, T., Liang, Y., Ihler, E.: A mobile-device based serious gaming approach for teaching and learning java programming. In: 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pp. 1–5. IEEE (2014)
Gulec, U., Yilmaz, M., Isler, V., O’Connor, R.V., Clarke, P.: Adopting virtual reality as a medium for software development process education. In: Proceedings of the 2018 International Conference on Software and System Process, pp. 71–75. ACM (2018)
Güleç, U., Yilmaz, M., Gozcu, M.A.: Bireylerin programlama yeteneklerini ve bilgi seviyelerini arttirmak amaciyla dusunulmus ciddi oyun tabanli ogrenme catisi - cengo (Serious game-based learning framework to improve programming skills and knowledge levels of individuals - CENGO). In: Proceedings of the 11th Turkish National Software Engineering Symposium, Alanya, Turkey, 18–20 October 2017, pp. 171–183 (2017)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Gulec, U., Yilmaz, M., Yalcin, A.D., O’Connor, R.V., Clarke, P.M. (2019). CENGO: A Web-Based Serious Game to Increase the Programming Knowledge Levels of Computer Engineering Students. In: Walker, A., O'Connor, R., Messnarz, R. (eds) Systems, Software and Services Process Improvement. EuroSPI 2019. Communications in Computer and Information Science, vol 1060. Springer, Cham. https://doi.org/10.1007/978-3-030-28005-5_18
Download citation
DOI: https://doi.org/10.1007/978-3-030-28005-5_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-28004-8
Online ISBN: 978-3-030-28005-5
eBook Packages: Computer ScienceComputer Science (R0)