Building an educational adventure game: theory, design, and lessons
Journal of Interactive Learning Research
Foundations of Computer Science: From Data Manipulation to Theory of Computation
Foundations of Computer Science: From Data Manipulation to Theory of Computation
Principles of Information Systems: A Managerial Approach
Principles of Information Systems: A Managerial Approach
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Using narrative as a motivating device to teach binary arithmetic and logic gates
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
A games-based approach for teaching the introductory programming course
ACM SIGCSE Bulletin
Digital Game-Based Learning
Using video games to enhance learning in digital systems
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Education and Information Technologies
Teaching an undergraduate AI course with games and simulation
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals
IEEE Transactions on Education
Hi-index | 0.00 |
This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students' knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.