Immersively Learning Object Oriented Programming Concepts With sCool. Mosquera, C., K.; Steinmaurer, A.; Eckhardt, C.; and Guetl, C. 2020.
Immersively Learning Object Oriented Programming Concepts With sCool [pdf]Paper  abstract   bibtex   
The proposed project, sCool, is an adaptive mobile game designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement and comprehension. The new developed game experience for acquiring object-oriented programming skills is divided into two parts: concept-learning and practical. In the concept-learning part, the users explore a virtual environment filled with puzzle-pieces hinting theoretical concepts, preparing the users for the practical part. Users need to solve a programming challenge in Python, directing game-objects on a checkerboard to certain fields. Conducting a study involving 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts.
@book{
 title = {Immersively Learning Object Oriented Programming Concepts With sCool},
 type = {book},
 year = {2020},
 source = {6th International Conference of the Immersive Learning Research Network},
 identifiers = {[object Object]},
 keywords = {Index Terms-game-based learning,K-12 education,coding,digital skills},
 pages = {124-131},
 id = {bd808853-42db-378d-a8ab-96442463f01c},
 created = {2020-06-30T09:33:39.421Z},
 file_attached = {true},
 profile_id = {30f57082-1ad2-39d9-b658-247396005677},
 last_modified = {2020-06-30T09:35:48.032Z},
 tags = {coding,digital skills,game-based learning,k-12 education},
 read = {false},
 starred = {false},
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 abstract = {The proposed project, sCool, is an adaptive mobile game designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement and comprehension. The new developed game experience for acquiring object-oriented programming skills is divided into two parts: concept-learning and practical. In the concept-learning part, the users explore a virtual environment filled with puzzle-pieces hinting theoretical concepts, preparing the users for the practical part. Users need to solve a programming challenge in Python, directing game-objects on a checkerboard to certain fields. Conducting a study involving 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts.},
 bibtype = {book},
 author = {Mosquera, Chanelle Kaith and Steinmaurer, Alexander and Eckhardt, Christian and Guetl, Christian}
}
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