Codespells: how to design quests to teach java concepts

  • Authors:
  • Sarah Esper;Samantha R. Wood;Stephen R. Foster;Sorin Lerner;William G. Griswold

  • Affiliations:
  • University of California, San Diego, La Jolla, CA;University of California, San Diego, La Jolla, CA;University of California, San Diego, La Jolla, CA;University of California, San Diego, La Jolla, CA;University of California, San Diego, La Jolla, CA

  • Venue:
  • Journal of Computing Sciences in Colleges
  • Year:
  • 2014

Quantified Score

Hi-index 0.00

Visualization

Abstract

Serious games are a good approach to teaching computer science [7]. But there are still complications that arise, for example, no access to an instructor. This paper presents a study conducted using CodeSpells, a 3D immersive video game that aims to teach novice programmers basic Java concepts [3]. This paper specifically addresses the design of the quests in CodeSpells that provide scaffolding to support students in learning. The study analyzed how 16 students aged 8--12 understood and modified basic Java programs to complete quests. Based on game-play from an exploratory study, quests were added to engage students earlier and in more complex code edits. Both student understanding of programming and their comfort with modifying code was studied. This paper presents findings and lessons learned in quest design, and shows that quest design should set the expectation for students to engage with the code, not just use the code.