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Students’ Conceptions of Programming in the Context of Game Design

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Digital Transformation of Education and Learning - Past, Present and Future (OCCE 2021)

Part of the book series: IFIP Advances in Information and Communication Technology ((IFIPAICT,volume 642))

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Abstract

Several attempts have been made to understand novice programmers’ difficulties and misconceptions in introductory programming. Most studies in the field of students’ conceptions of (object-oriented) programming have only focused on identifying (mis-)conceptions without including popular contexts like game design. Since digital games are an important part of students’ everyday life, exploring students’ conceptions of digital games and their programming may give some recognisable patterns which might be helpful for teaching. This paper presents a brief overview of an empirical qualitative pilot study with the aim to investigate undergraduate students’ conceptions of (object-oriented) programming in the context of the game Tetris®. For this study, we interviewed four students who were 19 to 21 years old, and analysed the transcripts using qualitative text analysis. Moreover, an online survey provided qualitative data from 25 participants. The first findings show that students’ conceptions are based on the rules of the game, and first indications about influence factors could be found. As a result of these investigations, implications were made for the future main study.

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Notes

  1. 1.

    “one of the best-selling video game franchises of all time” [https://en.wikipedia.org/wiki/Tetris].

  2. 2.

    The course OOP 1 (based on objects-later) has started in October 2020, so the students have attended the course already for 3–4 weeks.

  3. 3.

    See Appendix A.

  4. 4.

    https://save-society.org/browser-game/tetris/.

  5. 5.

    In the following text the quoted person is written in square brackets after the quotation.

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Correspondence to Fatma Batur .

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Appendices

A Interview Guideline

The questions of part I will be asked on the different survey dates recurrently, whereas part II will be asked just the first time.

Part I - Game Design:

  1. 1.

    What do you associate with the term “programming”?

  2. 2.

    Play the game Tetris®.

  3. 3.

    Do you know this game? How would you explain it to a friend? What is the goal of the game?

  4. 4.

    How would you describe the different parts of the game? Which function could they have?

  5. 5.

    How would you program this game? Please describe a possible approach by drawing or writing your ideas.

    • Which function could have the playing field?

    • How could the controls work?

    • How does the game start or end? Can you describe it in detail?

  6. 6.

    Additional: Which expansion could you imagine for this game? How could you implement it/them?

  7. 7.

    Later on: Which topics of the class have caused the change of your conception(s)/idea(s)? Was there anything in particular that helped you construct this new understanding?

  8. 8.

    What features and content of the learning materials presented in the class did you find beneficial to your understandings of programming concepts? How did it (they) help your learning experience?

  9. 9.

    So far, how would you evaluate your programming skills? Choose a number between 0 for very low and 10 for very high.

Part II - Individual Background:

  1. 1.

    Do you play digital games in your free time? If yes, how often and with which devices?

  2. 2.

    Do you have any experience in programming? Have you ever had any CS classes or programming courses?

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Batur, F., Brinda, T. (2022). Students’ Conceptions of Programming in the Context of Game Design. In: Passey, D., Leahy, D., Williams, L., Holvikivi, J., Ruohonen, M. (eds) Digital Transformation of Education and Learning - Past, Present and Future. OCCE 2021. IFIP Advances in Information and Communication Technology, vol 642. Springer, Cham. https://doi.org/10.1007/978-3-030-97986-7_7

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  • DOI: https://doi.org/10.1007/978-3-030-97986-7_7

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