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Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education

Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education

Adilson Vahldick, Maria J. Marcelino, António J. Mendes
ISBN13: 9781522510345|ISBN10: 1522510346|EISBN13: 9781522510352
DOI: 10.4018/978-1-5225-1034-5.ch004
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MLA

Vahldick, Adilson, et al. "Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education." Gamification-Based E-Learning Strategies for Computer Programming Education, edited by Ricardo Alexandre Peixoto de Queirós and Mário Teixeira Pinto, IGI Global, 2017, pp. 53-78. https://doi.org/10.4018/978-1-5225-1034-5.ch004

APA

Vahldick, A., Marcelino, M. J., & Mendes, A. J. (2017). Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education. In R. Alexandre Peixoto de Queirós & M. Pinto (Eds.), Gamification-Based E-Learning Strategies for Computer Programming Education (pp. 53-78). IGI Global. https://doi.org/10.4018/978-1-5225-1034-5.ch004

Chicago

Vahldick, Adilson, Maria J. Marcelino, and António J. Mendes. "Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education." In Gamification-Based E-Learning Strategies for Computer Programming Education, edited by Ricardo Alexandre Peixoto de Queirós and Mário Teixeira Pinto, 53-78. Hershey, PA: IGI Global, 2017. https://doi.org/10.4018/978-1-5225-1034-5.ch004

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Abstract

Casual games are characterized for their fast learning curve. Casual games tasks usually are short and have increasing difficulty. This seems an interesting approach to learn and practice introductory computer programming concepts for students that face difficulties. Many of serious games intended to support computer programming learning are commercial and aimed at children. Also only a few of those described in the literature are available to teachers. This chapter describes the development of a new game that aims to support introductory computer programming learning and its pilot study with three undergraduate introductory classes. The chapter proposes a set of design principles that might be useful in the development of casual games to support computer programming learning. These principles resulted from the experiment and include game features that were considered important to engage students and to improve some students' computer programming skills.

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