Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement

© The Authors, 2019. All Rights Reserved. Learning programming is a difficult course because the students need to remember the various type of program's syntax, create complicated commands, and solve the errors that difficult to understand. Therefore using modern technology such as online learn...

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Main Author: Kannika Daungcharone
Format: Conference Proceeding
Published: 2020
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/67753
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-677532020-04-02T15:20:27Z Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement Kannika Daungcharone Computer Science Social Sciences © The Authors, 2019. All Rights Reserved. Learning programming is a difficult course because the students need to remember the various type of program's syntax, create complicated commands, and solve the errors that difficult to understand. Therefore using modern technology such as online learning, social media and educational games may support students to learn to programme. In this study, computer programming games, which are educational computer games simulating the compiler working with the scenarios of daily human life, were employed in the new approach called a blended learning digital game. The approach was designed by integrating traditional lecture-based learning model and the educational computer game. Quasi-experimental research was conducted to examine the effectiveness of the proposed approach by comparing to the traditional lecture-based learning approach. This research examined the learning achievement of male and female students who learn in different environments. This was based on the blended learning digital game approach and the traditional lecture-based learning approach. An analysis of 94 university students shows that using the game as a cognitive tool in part of the traditional lecture-based learning had significantly positive of C programming language achievement. While the new approach can support the students to learn C programming in both genders, it also supports the notion that students can achieve C programming language performance through the game, mainly when using the traditional lecture-based learning environment. 2020-04-02T15:02:47Z 2020-04-02T15:02:47Z 2019-01-01 Conference Proceeding 20488645 20488637 2-s2.0-85077504305 10.34190/EEL.19.070 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85077504305&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/67753
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
topic Computer Science
Social Sciences
spellingShingle Computer Science
Social Sciences
Kannika Daungcharone
Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
description © The Authors, 2019. All Rights Reserved. Learning programming is a difficult course because the students need to remember the various type of program's syntax, create complicated commands, and solve the errors that difficult to understand. Therefore using modern technology such as online learning, social media and educational games may support students to learn to programme. In this study, computer programming games, which are educational computer games simulating the compiler working with the scenarios of daily human life, were employed in the new approach called a blended learning digital game. The approach was designed by integrating traditional lecture-based learning model and the educational computer game. Quasi-experimental research was conducted to examine the effectiveness of the proposed approach by comparing to the traditional lecture-based learning approach. This research examined the learning achievement of male and female students who learn in different environments. This was based on the blended learning digital game approach and the traditional lecture-based learning approach. An analysis of 94 university students shows that using the game as a cognitive tool in part of the traditional lecture-based learning had significantly positive of C programming language achievement. While the new approach can support the students to learn C programming in both genders, it also supports the notion that students can achieve C programming language performance through the game, mainly when using the traditional lecture-based learning environment.
format Conference Proceeding
author Kannika Daungcharone
author_facet Kannika Daungcharone
author_sort Kannika Daungcharone
title Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
title_short Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
title_full Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
title_fullStr Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
title_full_unstemmed Effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
title_sort effects of blending digital games into traditional lecture-based learning on university students' programming learning achievement
publishDate 2020
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85077504305&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/67753
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