scholarly journals Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language

Author(s):  
Maria Pantoja

This paper describes the use and development of a mobile application as an aid for an introduction to programming class in C, for first year engineering students. One of the biggest problems in teaching programming, and in particular in C is the concept of memory allocation and pointers. To help visualizing these concepts we developed an application in the form of a video game that works on both Android and iOS devices. The paper is inspired  Digital Game Based Learning (DGBL) pedagogical theory, studying the kind of learning that happens when playing computer and video games, how to use this medium as a tool for learning, and how to design games for learning. Research has shown benefits in using mobile applications to better engage students and help them learn at their own pace and levelWe did some preliminary performance testing on students from two different groups. One group of computer engineering students and another one of non-engineering majors, both groups learning to program, with no previous knowledge of programming, to evaluate the benefits of the application. The results of this test show that there is an improvement in the students understanding in C, and we also noted a very positive attitude of students toward using something as familiar to them as mobile phones to help them understand the material.

Author(s):  
Umar Iqbal ◽  
Deena Salem ◽  
David Strong

The objective of this paper is to document the experience of developing and implementing a second-year course in an engineering professional spine that was developed in a first-tier research university and relies on project-based core courses. The main objective of this spine is to develop the students’ cognitive and employability skills that will allow them to stand out from the crowd of other engineering graduates.The spine was developed and delivered for the first time in the academic year 2010-2011 for first-year general engineering students. In the year 2011-2012, those students joined different programs, and accordingly the second-year course was tailored to align with the different programs’ learning outcomes. This paper discusses the development and implementation of the course in the Electrical and Computer Engineering (ECE) department.


Author(s):  
Cyrus Shafai ◽  
Behzad Kordi

The teaching of electric circuit analysis traditionally involves problem solving to ensure understanding of analysis theorems, complemented by laboratory experience. When taught to first year Engineering students, this approach lacks a motivational component and presents difficulties due to the weaker mathematics and problem solving skills of first year students. This paper presents a laboratory-centered approach to introduce engineering students to electric devices and systems. Using open-ended design projects, students explore and construct different types of electrical systems. Laboratories are selected so as to develop student intuition in electrical concepts, scientific fundamentals, provide a historical background, and demonstrate systems-level design issues. Over the past three years in our Department, using this approach, increased student motivation and engagement has been observed, supported by a significant increase in Electrical and Computer Engineering enrollment.


Author(s):  
Jason Bazylak

Approximately 1.23 billion people play video games. Gamification is the study of what motivates gamers to invest thousands of hours into these games, and more importantly attempts to derive principles of gamification that can be applied to motivate people to participate in non-video game tasks with equal zeal. Education is one area where gamification is being explored.One gamification principle is to give participants a clear indication of their progress. In video games this is often depicted as ‘points’. The typical grade system could be interpreted as a type of point system, but one without much flexibility. Implementation of a bonus point system as an overlay to the standard grade system may allow for more flexibility.In this study this gamification principle was used to motivate students in a first year design course to participate in optional professional development activities and to foster an active online peer feedback and instruction community. With relatively minor modifications and repackaging of an existing evaluation methods students were motivated to give optional oral presentations, attend optional skill development workshops, and to contribute extensively to an online learning community.This implementation of gamification was found to have a net positive effect on student participation in Professional Development activities. Where it succeeded and where it failed will be explored.


2000 ◽  
Vol 37 (2) ◽  
pp. 119-125 ◽  
Author(s):  
A. Carbone ◽  
P. Schendzielorz ◽  
J. D. Zakis

This paper describes the work of an advanced first-year student in the Department of Computer Science, Monash University, who developed a Web-based multiple-choice quiz. It highlights the unique quiz features, and its use by students and staff. The paper describes how the quiz was incorporated into the first-year computer programming unit, which is based on the C programming language, and presents a conduit of attitudes useful to those who are planning to use the Web as a resource for educational assessment. It also describes some aspects of introduction of the quiz into engineering and Java.


Author(s):  
Benjamin Gallegos ◽  
Michelle T. Kepple ◽  
Caitlyn A. Bukaty

Video gaming in the classroom offers students and educators the opportunity to conceptualize learning in new ways and address 21st century skills. This construct appears in research-based literature by leading trans-disciplinary experts in the field of special education and video gaming. Empirical research has established the application of video games as leaning tools in schools, and the benefits of video games for students with disabilities (Ke & Abras, 2013). This chapter focuses on the benefits and use of educational video game based learning for students with disabilities. The authors discuss (1) current barriers hindering widespread adoption of video games for learning and assessment, (2) characteristics of video games being used for learning and assessment, (3) how gameplay data represents academic achievement for grading, and (4) the types of assessments available and considerations for implementation. Finally, the authors explore avenues to prepare educators to use video gaming for learning and assessment in classrooms for students with disabilities.


2016 ◽  
pp. 1689-1717
Author(s):  
Benjamin Gallegos ◽  
Michelle T. Kepple ◽  
Caitlyn A. Bukaty

Video gaming in the classroom offers students and educators the opportunity to conceptualize learning in new ways and address 21st century skills. This construct appears in research-based literature by leading trans-disciplinary experts in the field of special education and video gaming. Empirical research has established the application of video games as leaning tools in schools, and the benefits of video games for students with disabilities (Ke & Abras, 2013). This chapter focuses on the benefits and use of educational video game based learning for students with disabilities. The authors discuss (1) current barriers hindering widespread adoption of video games for learning and assessment, (2) characteristics of video games being used for learning and assessment, (3) how gameplay data represents academic achievement for grading, and (4) the types of assessments available and considerations for implementation. Finally, the authors explore avenues to prepare educators to use video gaming for learning and assessment in classrooms for students with disabilities.


Author(s):  
Derek Wright

–At the University of Waterloo, 1B electrical and computer engineering students participate in a series of hands-on, open-ended design activities. In particular, a wind-your-own motor activity has been trialed on four occasions. The activity is widely recognized as being fun, but are the students designing or kludging? The Kirkpatrick Model of Training Evaluation was used as a framework to assess student perceptions of the activity and to guide focus group discussions. The activity was iteratively improved to maintain a positive reaction while increasing student learning.


2021 ◽  
pp. 073563312110369
Author(s):  
Chioma Udeozor ◽  
Fernando Russo Abegão ◽  
Jarka Glassey

The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it is believed that the views of users and their acceptance of new technologies play a crucial role in ensuring successful outcomes. However, it is unclear whether there is any relationship between experiences, perceptions towards games and gameplay performance in a learning game. Understanding this relationship is important for game developers to effectively design and develop games, and for educators to be able to determine how to best deploy games for educational purposes. This study examines how the experiences and perceptions of engineering students towards digital games for engineering education influence their use and performance in a serious game called CosmiClean. Findings suggest that while students are enthusiastic about digital learning games, there was no relationship between their perceptions of games for learning and their gameplay performance. However, a relationship was found between the game experiences of students and their gameplay performance.


2012 ◽  
Vol 2 (1) ◽  
pp. 77-89 ◽  
Author(s):  
William R. Watson ◽  
Jun Fang

Video games and problem-based learning (PBL) are both significant trends in progressive approaches to education. The literature demonstrates a fit between the two approaches, indicating they may be mutually beneficial. With limited literature on implementing games in the classroom, and a growing body of researchers highlighting the importance of the teacher in mediating game use and maximizing the effectiveness of games for learning, guidance is needed on the role teachers can play in utilizing games in structured environments. PBL has a richer literature base on its effective use, and with its similarities to game-based learning, can inform the effective use of games. In order to assist educators in integrating video games into their curriculum, a video game implementation framework based on PBL principles was developed. The efficacy of utilizing video games for learning in formal and structured learning environments may be improved by integrating PBL guidelines as a framework.


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