Abstract
The proposed project, sCool, is an adaptive mobile game designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement and comprehension. The new developed game experience for acquiring object-oriented programming skills is divided into two parts: concept-learning and practical. In the concept-learning part, the users explore a virtual environment filled with puzzle-pieces hinting theoretical concepts, preparing the users for the practical part. Users need to solve a programming challenge in Python, directing game-objects on a checkerboard to certain fields. Conducting a study involving 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts.
Originalsprache | englisch |
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Titel | Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020 |
Redakteure/-innen | Daphne Economou, Alexander Klippel, Heather Dodds, Anasol Pena-Rios, Mark J. W. Lee, Dennis Beck, Johanna Pirker, Andreas Dengel, Tiago M. Peres, Jonathon Richter |
Erscheinungsort | an Luis Obispo, CA, USA, USA |
Herausgeber (Verlag) | IEEE Xplore |
Seiten | 124-131 |
Seitenumfang | 8 |
ISBN (elektronisch) | 978-1-7348995-0-4 |
ISBN (Print) | 978-1-7281-5226-4 |
DOIs | |
Publikationsstatus | Veröffentlicht - Juni 2020 |
Veranstaltung | 6th International Conference of the Immersive Learning Research Network, - Virtuell, USA / Vereinigte Staaten Dauer: 21 Juni 2020 → 25 Juni 2020 |
Konferenz
Konferenz | 6th International Conference of the Immersive Learning Research Network, |
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Kurztitel | iLRN 2020 |
Land/Gebiet | USA / Vereinigte Staaten |
Ort | Virtuell |
Zeitraum | 21/06/20 → 25/06/20 |
ASJC Scopus subject areas
- Ausbildung bzw. Denomination
- Angewandte Informatik
- Medientechnik