Use of serious games in programming logic teaching: a systematic review of the literature
Abstract
This paper describes a systematic literature review on the use of serious games in teaching programming logic. Out of 402 papers found, four published from the year 2013 were selected. There were just a few games to analyze but no preferred game genre or platform was identified. However, all games focused on the very basics of programming logic, although they have been assessed in a wide variety of metrics. It is concluded that, despite possible threats to the research, the development of games to help teach programming logic is an area that is in its infancy and dealing with introductory concepts.
Keywords:
Serious games, Programming logic, Teaching, Systematic Review
References
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Borges, R. P. et al. (2018) “A Systematic Review of Literature on Methodologies, Practices, and Tools for Programming Teaching". IEEE Latin America Transactions, 16 (5), páginas 1468-1475.
Buchinger, D., Cavalcanti, G. A. de S., and Hounsell, M. da S. (2014). “Mecanismos de busca acadêmica: uma análise quantitativa.” Revista Brasileira de Computação Aplicada, 6(1), páginas 108–120.
Chu, H. C., Hwang, G. J., Tsai, C. C., and Tseng, Judy C. R. (2010). “A two-tier test approach to developing location-aware mobile learning systems for natural science courses.” Computers & Education, 55(4), páginas 1618-1627.
Oliveira, T. de, Stringhini, D., and Corrêa, D. G. M. (2018). “Strategies Focused on the Teaching of Programming Logic: A Systematic Review of Brazilian Literature". In XIII Latin American Conference on Learning Technologies (LACLO), páginas 292-298.
Hong, T. and Chu, H. (2017). “Effects of a Situated 3D Computational Problem-Solving and Programming Game-Based Learning Model on Students' Learning Perception and Cognitive Loads.” In 6th IIAI International Congress on Advanced Applied Informatics, páginas 596-600.
Klock, A.C.T. (2018). “Mapeamentos e Revisões Sistemáticos da Literatura: um Guia Teórico e Prático.” Cadernos de Informática, 10 (1), páginas 01–09.
Lee, K. T., and Quek, A. (2018). “TARogic: Tangible augmented reality game.” International Journal of Engineering and Technology (UAE), 7(2.14), páginas 101-104.
Maskeliūnas, R., Kulikajevas, A., Blažauskas, T., Damaševičius, R., and Swacha, J. (2020). “An Interactive Serious Mobile Game for Supporting the Learning of Programming in JavaScript in the Context of Eco-Friendly City Management.” Computers, 9(4), páginas 102-119.
Silva, J. P., Silveira, I. L., Kamimura, L. and Barboza, A. T. (2020). “Turing Project: An Open Educational Game to Teach and Learn Programming Logic.” In 15th Iberian Conference on Information Systems and Technologies (CISTI), páginas 1-6.
Tonéis, Cristiano N. (2016). “O design de Puzzles nos jogos digitais.” In XV Simpósio Brasileiro de Jogos e Entretenimento Digital, páginas 404-411.
Tsai, C. and Lai, Y. (2022). “Design and Validation of an Augmented Reality Teaching System for Primary Logic Programming Education.” Sensors, 22(1), páginas 389-406.
Published
2022-10-24
How to Cite
DICKEL, Marlow R. B.; KEMCZINSKI, Avanilde; HOUNSELL, Marcelo da Silva.
Use of serious games in programming logic teaching: a systematic review of the literature. In: EDUCATION TRACK – FULL PAPERS - BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 21. , 2022, Natal/RN.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 836-845.
DOI: https://doi.org/10.5753/sbgames_estendido.2022.226044.
