2020
DOI: 10.1007/s11423-020-09784-3
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Influence of problem-based learning games on effective computer programming learning in higher education

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Cited by 43 publications
(25 citation statements)
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“…Prior research on emotions and learning in a similar setting (i.e. university students) suggested n ¼ 56 can detect pre-test-post-test differences (Chang, Chung, and Chang 2020). Furthermore, a sensitivity power analysis using G Ã Power (Faul et al 2009) suggests that n ¼ 74 is sufficient to detect a small to medium effect size (Cohen's d ¼ .33) in paired-sample comparison (with a set as .05 and power as .80).…”
Section: Participantsmentioning
confidence: 99%
“…Prior research on emotions and learning in a similar setting (i.e. university students) suggested n ¼ 56 can detect pre-test-post-test differences (Chang, Chung, and Chang 2020). Furthermore, a sensitivity power analysis using G Ã Power (Faul et al 2009) suggests that n ¼ 74 is sufficient to detect a small to medium effect size (Cohen's d ¼ .33) in paired-sample comparison (with a set as .05 and power as .80).…”
Section: Participantsmentioning
confidence: 99%
“…Several studies related to DGBL have pointed out that applying effective learning strategies (eg, guiding or prompting) to the gaming process would benefit students’ learning from diverse perspectives, such as knowledge constructing and organizing, and reflections (Chen & Hsu, 2020; Shih et al ., 2015). For example, Chang, Chung, and Chang (2020) developed an educational game based on a problem‐based approach for a university computer programming course. This strategy incorporated into a game not only helped students construct knowledge concepts, but also integrated their basic knowledge, which could enhance their higher order thinking skills.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Trainees acquire knowledge and skills through the experience of accomplishing these tasks through the gaming experience (Kiili, 2007). The integration of PBL in IVR SGs has been applied in different domains, such as programming learning in higher education (Chang, Chung, & Chang, 2020) and disaster education (Toyoda & Kanegae, 2019). In the case of disaster education, emergency events occurring in disasters can be contextualized as problems for leaners to solve (Toyoda & Kanegae, 2019).…”
Section: Introductionmentioning
confidence: 99%