Title
Scool - Game-Based Learning In Computer Science Class A Case Study In Secondary Education
Abstract
In this paper we present a case study of the mobile learning game sCool [1]. Based on previous work presented Steinmaurer et. al. in [2] we have expanded our study with the introduction of a second experiment and with new additional aspects. sCool is a multi-platform game that is intended to encourage and support children learning computational thinking and coding in Python. The learning content is highly adaptable; educators can thus create own courses on an individual basis for the needs of their students. These courses involve a concept- learning and a practical mode. First, the students learn a specific 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 present the results of the evaluation of sCool in coding classes. Therefore, we focus on the performance, game engagement, emotions and the perception of the girls. Within this study we found out, that the students are interested in learning 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 performance of the different types of students in terms of gender and school type.
Year
DOI
Venue
2019
10.3991/ijep.v9i2.9942
INTERNATIONAL JOURNAL OF ENGINEERING PEDAGOGY
Keywords
Field
DocType
Game-based learning, computational thinking, STEM, sCool
Secondary education,Computer science,Formal learning,Computational thinking,Coding (social sciences),Mathematics education,Pedagogy,Python (programming language),Game based learning
Journal
Volume
Issue
ISSN
9
2
2192-4880
Citations 
PageRank 
References 
1
0.37
0
Authors
3
Name
Order
Citations
PageRank
Alexander Steinmaurer111.05
Johanna Pirker27022.79
Christian Gütl322834.68