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Factors to consider when using learning games for learning programming in K-9 education
Mittuniversitetet, Fakulteten för naturvetenskap, teknik och medier, Avdelningen för data- och systemvetenskap. (Forum för digitalisering (FoDi), HEEL)
Stockholms universitet, Stockholm.
2018 (engelsk)Inngår i: Proceedings of the 12th European Conference on Games Based Learning (ECGBL 2018) / [ed] Mélanie Sciussi, Sophia Antipolis, France: Academic Conferences and Publishing International Limited, 2018, Vol. 12, s. 447-452Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Game-based learning is an emerging field with learning games played for various learning objectives

In different educational contexts. One context where several research studies have reported on positive outcomes is for programming education. In the wide variety of games for learning to program this study reviews games and gamified concepts that have been developed for K-9 students to learn basic programming concepts. The aim of the study was to identify important factors to consider in the use of learning games for K9 programming education.

The study was designed and carried out inspired by the six step method described by Machi and McEvoy (2016): The six steps were: 1) To define a topic, 2) To search and select literature, 3) Organising the literature, 4) Reviewing the literature, 5) Discussion and critique of literature, and finally 6) Writing the review. The type of literature study could be described as an exhaustive with selective citation, with the aim of considering all the relevant sources, but only describing a selected sample.

Findings show that there is a wide variety in the use of games on basic programming concepts and also different game types. In a thematic analysis best and worst practices in recent research have been grouped into categories.  Found main categories to consider in the implementation of learning games for programming in K9 setting were: Computational thinking and problem solving, Challenges, Immersion and Flow, Gender differences, Game types, Teacher involvement, and Game construction with puzzle programming.

sted, utgiver, år, opplag, sider
Sophia Antipolis, France: Academic Conferences and Publishing International Limited, 2018. Vol. 12, s. 447-452
Serie
European Conference on Games Based Learning, ISSN 2049-0992, E-ISSN 2049-100X ; 12
Emneord [en]
Game-based learning, GBL, Learning games, Programming education, K-9 education
HSV kategori
Identifikatorer
URN: urn:nbn:se:miun:diva-34645ISI: 000453557800053Scopus ID: 2-s2.0-85058966959OAI: oai:DiVA.org:miun-34645DiVA, id: diva2:1253813
Konferanse
ECGBL 2018, SKEMA Business Sch, FRANCE, OCT 04-05, 2018
Tilgjengelig fra: 2018-10-06 Laget: 2018-10-06 Sist oppdatert: 2019-01-09bibliografisk kontrollert

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