sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education

In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thi...

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Main Authors: Alexander Steinmaurer, Johanna Pirker, Christian Gütl
Format: Article
Language:English
Published: International Association of Online Engineering (IAOE) 2019-04-01
Series:International Journal of Engineering Pedagogy (iJEP)
Subjects:
Online Access:https://online-journals.org/index.php/i-jep/article/view/9942
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spelling doaj-dab979d2f82a4501baadeba634efe5632021-09-02T09:32:15ZengInternational Association of Online Engineering (IAOE)International Journal of Engineering Pedagogy (iJEP)2192-48802019-04-0192355010.3991/ijep.v9i2.99424349sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary EducationAlexander Steinmaurer0Johanna Pirker1Christian Gütl2Graz University of TechnologyGraz University of TechnologyGraz University of TechnologyIn this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thinking and coding in Python. The learning content is highly adaptable; therefore, educators can create own courses, individual for the needs of the students. These courses involve a concept-learning and a practical mode. First, the students learn a certain concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we pre-sent the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the girls’ percep-tion. Within this study we found out, that the students are interested in learn-ing to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the perfor-mance of the different types of students in terms of gender and school type.https://online-journals.org/index.php/i-jep/article/view/9942Game Based LearningComputational ThinkingSTEMsCool
collection DOAJ
language English
format Article
sources DOAJ
author Alexander Steinmaurer
Johanna Pirker
Christian Gütl
spellingShingle Alexander Steinmaurer
Johanna Pirker
Christian Gütl
sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
International Journal of Engineering Pedagogy (iJEP)
Game Based Learning
Computational Thinking
STEM
sCool
author_facet Alexander Steinmaurer
Johanna Pirker
Christian Gütl
author_sort Alexander Steinmaurer
title sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
title_short sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
title_full sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
title_fullStr sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
title_full_unstemmed sCool – Game-Based Learning in Computer Science Class: A Case Study in Secondary Education
title_sort scool – game-based learning in computer science class: a case study in secondary education
publisher International Association of Online Engineering (IAOE)
series International Journal of Engineering Pedagogy (iJEP)
issn 2192-4880
publishDate 2019-04-01
description In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. (2018) [2] we expand-ed our study by a second experiment and additional aspects. sCool is a mul-ti-platform game that should encourage children learning computational thinking and coding in Python. The learning content is highly adaptable; therefore, educators can create own courses, individual for the needs of the students. These courses involve a concept-learning and a practical mode. First, the students learn a certain concept and in a second step, they have to apply it in a practical task. For this purpose, we created a course to teach some basic programming concepts. Two student groups of different school types participated in class as a formal learning activity. In this paper we pre-sent the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the girls’ percep-tion. Within this study we found out, that the students are interested in learn-ing to code but do have problems to transfer the learned content to similar fields. We also found out, that there are slightly differences in the perfor-mance of the different types of students in terms of gender and school type.
topic Game Based Learning
Computational Thinking
STEM
sCool
url https://online-journals.org/index.php/i-jep/article/view/9942
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AT christiangutl scoolgamebasedlearningincomputerscienceclassacasestudyinsecondaryeducation
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