BeatTheCode: A Game for Learning in Programming with Worked Examples
Abstract
This article aims to propose an educational game as a strategy to stimulate students practical learning. This game, currently in the design phase, will propose missions based on real code problems, with integrated learning resources and immediate feedback. Furthermore, it aims to encourage collaboration among students by simulating contributions to open-source code projects. The game is under development, with plans for expansion into other programming areas and the inclusion of features for character customization. It is expected that this game will provide effective support to students and offer valuable insights into the use of open-source code examples to promote engagement, practical learning, and collaboration.
Keywords:
programming, educational game, worked examples, open source, practical learning
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Serkan Çankaya and Ayşen Karamete. 2009. The effects of educational computer games on students’ attitudes towards mathematics course and educational computer games. Procedia-Social and Behavioral Sciences 1, 1, 145–149.
Luma da Rocha Seixas, Alex Sandro Gomes, Ivanildo J Melo Filho, and Rodrigo Lins Rodrigues. 2014. Gamificaçao como estratégia no engajamento de estudantes do ensino fundamental. In Anais do Simpósio Brasileiro de Informática na Educação, Vol. 25. 559.
Chris Dede, Brian Nelson, Diane Jass Ketelhut, Jody Clarke, and Cassie Bowman. 2012. Design-based research strategies for studying situated learning in a multi-user virtual environment. In Embracing Diversity in the Learning Sciences. Routledge, 158–165.
Michail N Giannakos. 2013. Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education 68, 429–439.
Wendy Hsin-Yuan Huang and Dilip Soman. 2013. Gamification of education. Report Series: Behavioural Economics in Action 29, 4, 37.
Essi Lahtinen, Kirsti Ala-Mutka, and Hannu-Matti Järvinen. 2005. A study of the difficulties of novice programmers. Acm sigcse bulletin 37, 3, 14–18.
Priscila Almeida LOPES and Cintia Cerqueira Cunha PIMENTA. 2017. O uso do celular em sala de aula como ferramenta pedagógica: Benefícios e desafios. Revista Cadernos de Estudos e Pesquisa na Educação Básica, Recife 3, 1, 52–66.
Carlos A Paiva and Romero Tori. 2017. Jogos Digitais no Ensino: processos cognitivos, benefícios e desafios. XVI Simpósio Brasileiro de Jogos e Entretenimento Digital, 1–4.
Rafael Savi and Vania Ribas Ulbricht. 2008. Jogos digitais educacionais: benefícios e desafios. Renote 6, 1.
Birgit Schmitz, Roland Klemke, Jaap Walhout, and Marcus Specht. 2015. Attuning a mobile simulation game for school children using a design-based research approach. Computers & Education 81, 35–48.
Vanessa Tyska. 2018. O uso do smartphone como ferramenta de pesquisa pelos estudantes do ensino médio.
Camilo Vieira, Junchao Yan, and Alejandra J Magana. 2015. Exploring design characteristics of worked examples to support programming and algorithm design. Journal of Computational Science Education 6, 1, 2–15.
Feng Wang and Michael J Hannafin. 2005. Design-based research and technology-enhanced learning environments. Educational technology research and development 53, 4, 5–23.
Published
2024-04-22
How to Cite
LEIFHEIT, Bhruno Roan; CEOLIN JUNIOR, Cassio; TONHÃO, Simone de França; SILVA, Williamson.
BeatTheCode: A Game for Learning in Programming with Worked Examples. In: NEW IDEAS LAB - BRAZILIAN SYMPOSIUM ON COMPUTING EDUCATION (EDUCOMP), 4. , 2024, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 25-26.
ISSN 3086-0741.
DOI: https://doi.org/10.5753/educomp_estendido.2024.238812.
