Abstract
Game based programming education helps students to motivate themselves and succeed more by creating a platform in which they learn by doing, experiencing and practicing this method in learning process. The aim of this study is to evaluate the ideas of the students attending digital game based programming course and educators involved in these teaching courses. In this context, students of 8–14 ages were trained through 40-hours-digital game based programming course in the Computer Technologies Department, and educators were selected from the final year students of the Faculty of Education, Department of Computer Teaching who were trained through 45-hours-digital game based programming course. Randomly selected 10 participants from both groups were interviewed face to face and they replied the questions. The answers were then analysed and represented in tables. At the end of these courses the effects and advantages of digital game based programming were evaluated through these interviews.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Habgood, M.P.J., Ainsworth, S.E., Benford, S.: Endogenous fantasy and learning in digital games. Simul. Gaming 36(4), 483–498 (2005)
Robertson, J., Howells, C.: Computer game design: opportunities for successful learning. Comput. Educ. 50(2), 559–578 (2008)
Hayes, E.R., Games, I.A.: Making computer games and design thinking a review of current software and strategies. Games Cult. 3(3–4), 309–332 (2008)
Prensky, M.: Digital natives, digital immigrants, part II: do they really think differently? Horizon 9(6), 1–9 (2001)
Yildirim, E.: The importance of digital game design programmes in education. In: Magazine of Vocational Sciences, vol. 5, no. 2, pp. 12–19. Hacettepe University. ISSN: 2146-7420 (2016)
Nelson, J.: Celebrating scratch in libraries: creation software helps young people develop 21st-century literacy skills. Sch. Libr. J., 20–21 (2009)
Bottino, R., Ferlino, L., Ott, M., Travella, M.: Developing strategic and reasoning abilities with computer games at primary school level. Comput. Educ. 49, 1272–1286 (2006)
Kafai, Y.: The Educational Potential of Electronic Games: From Games-to-Teach to Games-to-Learn. http://culturalpolicy.uchicago.edu/conf2001/papers/kafai.html (2001)
Oblinger, D.: The next generation of educational engagement. J. Interact. Media Educ. 8, 1–18 (2004)
McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the Educational Use of Games. http://www.teem.org.uk/publications/teem_gamesined_full.pdf (2002)
Kirriemuir, J.: Video gaming, education and digital learning technologies. D-Lib Mag. 8(2), 5–11 (2002)
Demirel, Ö., Seferoğlu, S., Yağcı, E.: Instructional Technology and Material Development, pp. 68–75. PegemA Yayıncılık, Ankara (2003)
Malone, T.: What makes things fun to learn? Heuristics for designing instructional computer games. In: Proceedings of the 3rd ACM SIGSMALL Symposium and the 1st SIGPC Symposium, pp. 162–169. Palo Alto, USA (1980)
Eseryel, D., Law, V., Ifenthaler, D., Ge, X., Miller, R.: An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educ. Technol. Soc. 17(1), 42–53 (2014)
Mathrani, A., Christian, S., Ponder-Sutton, A.: PlayIT: game based learning approach for teaching programming concepts. Educ. Technol. Soc. 19(2), 5–17 (2016)
Ebner, M., Holzinger, A.: Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Elsevier Comput. Educ. 49, 873–890 (2007)
Allsop, Y., Yeniman Yildirim, E., Screpanti, M.: Teachers’ beliefs about game based learning: a comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In: The 7th European Conference on Games Based Learning – ECGBL 2013, vol. 1, pp. 1–5, Portugal. ISBN: 978-1-909507-65-4 (2013)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this paper
Cite this paper
Yildirim, E.Y. (2018). The Positive Effect of Digital Game Based Programming on Students. In: Andre, T. (eds) Advances in Human Factors in Training, Education, and Learning Sciences. AHFE 2017. Advances in Intelligent Systems and Computing, vol 596. Springer, Cham. https://doi.org/10.1007/978-3-319-60018-5_29
Download citation
DOI: https://doi.org/10.1007/978-3-319-60018-5_29
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-60017-8
Online ISBN: 978-3-319-60018-5
eBook Packages: EngineeringEngineering (R0)