Abstract
The hype around the series 'The Queen's Gambit' led to a boom in playing chess. The game enhances strategic thinking, stimulates intellectual creativity, and improves problem-solving. These skills are increasingly in demand and also essential in the field of computer science (CS). Traditional teaching approaches are often insufficient to teach CS concepts. Interactive and digital experiences can be used to create an exciting, engaging, and realistic learning environment. In this paper, we explore the potential of a chess-based learning approach to increase motivation in CS. The application includes an interactive chess-puzzle simulation to teach the concept of state machines using a chessboard as an input field. We present a study with 35 students for evaluating the students' motivation, emotions, and workload with a focus on the learning experience. The results indicate a positive impact on the learning process and engage students in learning computer science.
Originalsprache | englisch |
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Titel | Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022 |
Redakteure/-innen | Andreas Dengel, Marie-Luce Bourguet, Daniela Pedrosa, James Hutson, Kai Erenli, Daphne Economou, Anasol Pena-Rios, Jonathon Richter |
Herausgeber (Verlag) | IEEE |
Seitenumfang | 5 |
ISBN (elektronisch) | 9781734899528 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2022 |
Veranstaltung | 8th International Conference of the Immersive Learning Research Network: iLRN 2022 - Vienna, Virtual, Österreich Dauer: 30 Mai 2022 → 4 Juni 2022 |
Konferenz
Konferenz | 8th International Conference of the Immersive Learning Research Network |
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Kurztitel | iLRN 2022 |
Land/Gebiet | Österreich |
Ort | Vienna, Virtual |
Zeitraum | 30/05/22 → 4/06/22 |
ASJC Scopus subject areas
- Angewandte Informatik
- Medientechnik
- Ausbildung bzw. Denomination