Are you game? Assessing students' perception of learning, instructors' perspective, and learning attitude

Hadi Hosseini, Laurel Perweiler

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Scopus citations

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.

Original languageEnglish (US)
Title of host publicationSIGCSE 2019 - Proceedings of the 50th ACM Technical Symposium on Computer Science Education
PublisherAssociation for Computing Machinery, Inc
Pages866-872
Number of pages7
ISBN (Electronic)9781450358903
DOIs
StatePublished - Feb 22 2019
Event50th ACM Technical Symposium on Computer Science Education, SIGCSE 2019 - Minneapolis, United States
Duration: Feb 27 2019Mar 2 2019

Publication series

NameSIGCSE 2019 - Proceedings of the 50th ACM Technical Symposium on Computer Science Education

Conference

Conference50th ACM Technical Symposium on Computer Science Education, SIGCSE 2019
Country/TerritoryUnited States
CityMinneapolis
Period2/27/193/2/19

All Science Journal Classification (ASJC) codes

  • Computer Science(all)
  • Education

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