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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International Association of Online Engineering (IAOE)
2019-04-01
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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 |
work_keys_str_mv |
AT alexandersteinmaurer scoolgamebasedlearningincomputerscienceclassacasestudyinsecondaryeducation AT johannapirker scoolgamebasedlearningincomputerscienceclassacasestudyinsecondaryeducation AT christiangutl scoolgamebasedlearningincomputerscienceclassacasestudyinsecondaryeducation |
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