A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education

This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The res...

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Main Authors: Taras PANSKYI, Zdzisława ROWIŃSKA
Format: Article
Language:English
Published: Vilnius University 2021-05-01
Series:Informatics in Education
Subjects:
Online Access:https://infedu.vu.lt/doi/10.15388/infedu.2021.12
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spelling doaj-532dd18132324ff8b772c346f98130f72021-05-31T09:49:49ZengVilnius UniversityInformatics in Education1648-58312335-89712021-05-0120225527610.15388/infedu.2021.12A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming EducationTaras PANSKYI0Zdzisława ROWIŃSKA1Institute of Applied Computer Science, Lodz University of Technology, 90-537, Lodz, PolandInstitute of Applied Computer Science, Lodz University of Technology, 90-537, Lodz, PolandThis paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of 2017–2019. The study sample consists of 329 primary school students from K4 to K10 from the Lodzkie Voivodeship in Poland. The results were obtained from anonymous questionnaires completed by course participants. The answers confirm that the proposed approach helps children to learn the main concepts of computational thinking and programming. The described approach reinforces the essential idea in children that programming, engineering, mathematics and technology are intertwined in the modern world. Moreover, the approach combines and balances practical, methodological and pedagogical issues and is suitably integrated with out-of-school programming education to facilitate the teaching and learning process.https://infedu.vu.lt/doi/10.15388/infedu.2021.12out-of-school educationvisual programmingdigital game-based learning
collection DOAJ
language English
format Article
sources DOAJ
author Taras PANSKYI
Zdzisława ROWIŃSKA
spellingShingle Taras PANSKYI
Zdzisława ROWIŃSKA
A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
Informatics in Education
out-of-school education
visual programming
digital game-based learning
author_facet Taras PANSKYI
Zdzisława ROWIŃSKA
author_sort Taras PANSKYI
title A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
title_short A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
title_full A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
title_fullStr A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
title_full_unstemmed A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
title_sort holistic digital game-based learning approach to out-of-school primary programming education
publisher Vilnius University
series Informatics in Education
issn 1648-5831
2335-8971
publishDate 2021-05-01
description This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of 2017–2019. The study sample consists of 329 primary school students from K4 to K10 from the Lodzkie Voivodeship in Poland. The results were obtained from anonymous questionnaires completed by course participants. The answers confirm that the proposed approach helps children to learn the main concepts of computational thinking and programming. The described approach reinforces the essential idea in children that programming, engineering, mathematics and technology are intertwined in the modern world. Moreover, the approach combines and balances practical, methodological and pedagogical issues and is suitably integrated with out-of-school programming education to facilitate the teaching and learning process.
topic out-of-school education
visual programming
digital game-based learning
url https://infedu.vu.lt/doi/10.15388/infedu.2021.12
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