Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students

dc.contributor.authorMontes, León
dc.contributor.authorHijón-Neira, Raquel
dc.contributor.authorPérez-Marín, Diana
dc.contributor.authorMontes, Sergio
dc.date.accessioned2025-04-07T07:16:36Z
dc.date.available2025-04-07T07:16:36Z
dc.date.issued2021-01-06
dc.description.abstractTeaching programming to pre-university students has attracted a great deal of attention in the last years. The bene ts of teaching programming before University have been investigated by taking several approaches to improve the students' learning scores, motivation and satisfaction levels. Serious Games (SGs) are also gaining an increasing research interest for education. SGs can be de ned as games designed for a primary goal other for than pure entertainment. In the case of this paper, the DFD-C serious game has been created to investigate whether High School students will improve their learning of programming fundamentals and, if there are gender differences in the improvement. Moreover, it is explored the perception of the gameful experience by the students when using a serious game such as DFD-C, and if this perception is different in the case of boys or girls. An experiment with 38 K-10 High School students has been carried out during the 2019-2020 academic year. All students took a pre-test at the beginning of the experiment. After that, they were randomly split into a control group (no use of DFD-C) and a test group (use of DFD-C). Finally, all of them took the same test (post-test) to measure their learning gains. The test group also completed the Gamefulquest questionnaire to evaluate their perception of the gameful experience. A signi cant improvement in the scores of the test students was registered, with no gender differences. Moreover, the answers to the Gamefulquest reveal that students had a positive gameful experience, being the ratings of the girls slightly higher than boys. It is concluded that using SGs to teach learning programming fundamentals to High School students increased their learning scores and students perceived the sense of playfulness, guidance and social experience of the SG without having signi cant differences between girls and boys.
dc.identifier.citationH. Montes, R. Hijón-Neira, D. Pérez-Marìn and S. Montes, "Using an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students," in IEEE Access, vol. 9, pp. 12567-12578, 2021, doi: 10.1109/ACCESS.2021.3049690
dc.identifier.doi10.1109/ACCESS.2021.3049690
dc.identifier.issn2169-3536
dc.identifier.urihttps://hdl.handle.net/10115/82437
dc.language.isoen
dc.publisherIEEE
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectSerious games
dc.subjectprogramming basics
dc.subjectgameful experience
dc.subjectdata flow diagrams
dc.subjectC language
dc.titleUsing an Online Serious Game to Teach Basic Programming Concepts and Facilitate Gameful Experiences for High School Students
dc.typeArticle

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