TY - GEN
T1 - Are you game? Assessing students' perception of learning, instructors' perspective, and learning attitude
AU - Hosseini, Hadi
AU - Perweiler, Laurel
N1 - Publisher Copyright:
© 2019 Copyright held by the owner/author(s).
Copyright:
Copyright 2019 Elsevier B.V., All rights reserved.
PY - 2019/2/22
Y1 - 2019/2/22
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85061180992&partnerID=8YFLogxK
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U2 - 10.1145/3287324.3287411
DO - 10.1145/3287324.3287411
M3 - Conference contribution
AN - SCOPUS:85061180992
T3 - SIGCSE 2019 - Proceedings of the 50th ACM Technical Symposium on Computer Science Education
SP - 866
EP - 872
BT - SIGCSE 2019 - Proceedings of the 50th ACM Technical Symposium on Computer Science Education
PB - Association for Computing Machinery, Inc
T2 - 50th ACM Technical Symposium on Computer Science Education, SIGCSE 2019
Y2 - 27 February 2019 through 2 March 2019
ER -