2019
DOI: 10.1007/978-3-030-23513-0_7
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Investigating Learners’ Behaviours When Interacting with a Programming Microworld

Abstract: In our attempt to support Object-Oriented Programming (OOP) learning for beginners, we designed a novel microworld called PrOgO. It is based on a three-dimensional (3D) constructive game metaphor for describing OOP basic concepts and their implementation. In this paper, we describe a study about the use of PrOgO by beginners to investigate their behaviours when interacting with the programming microworld. The study is based on the collection, analysis and reporting of data about players (playing analytics). Th… Show more

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Cited by 2 publications
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“…This analysis aims to evaluate the distance between the target situation (the knowledge to be taught) and the source situation (the game situation induced by Progo). Although several empirical studies have been conducted to analyse the use of Progo and its learning effectiveness (Djelil et al, 2015;Djelil et al, 2017;Djelil et al, 2019), we do not focus in this study on the analysis of the learning experience, but we rather aim to analyse the game design based on the didactic transposition model.…”
Section: Methodsmentioning
confidence: 99%
“…This analysis aims to evaluate the distance between the target situation (the knowledge to be taught) and the source situation (the game situation induced by Progo). Although several empirical studies have been conducted to analyse the use of Progo and its learning effectiveness (Djelil et al, 2015;Djelil et al, 2017;Djelil et al, 2019), we do not focus in this study on the analysis of the learning experience, but we rather aim to analyse the game design based on the didactic transposition model.…”
Section: Methodsmentioning
confidence: 99%