Proceedings. Frontiers in Education. 36th Annual Conference 2006
DOI: 10.1109/fie.2006.322314
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The Effectiveness of Games as Assignments in an Introductory Programming Course

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Cited by 19 publications
(6 citation statements)
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“…Other papers report attempts to improve student engagement through changes in the assessment process, introducing assessment practices and cycles such as feedback-revision-resubmission [262]; contexts that are meaningful to students [292]; contexts that correspond to the real world [344]; the use of tools and equipment, such as 3D printers [316] and robot olympics [582], that can grab attention while facilitating creativity; emphasising the utility of computing through simulated research [493]; tapping into social computing paradigms earlier in introductory programming [592]; and game development [130].…”
Section: Student Engagement Student Engagement In Introductorymentioning
confidence: 99%
“…Other papers report attempts to improve student engagement through changes in the assessment process, introducing assessment practices and cycles such as feedback-revision-resubmission [262]; contexts that are meaningful to students [292]; contexts that correspond to the real world [344]; the use of tools and equipment, such as 3D printers [316] and robot olympics [582], that can grab attention while facilitating creativity; emphasising the utility of computing through simulated research [493]; tapping into social computing paradigms earlier in introductory programming [592]; and game development [130].…”
Section: Student Engagement Student Engagement In Introductorymentioning
confidence: 99%
“…Previous work has demonstrated encouraging indicators with respect to game-based assignments as opposed to more traditional assignments [6,5].…”
Section: Introductionmentioning
confidence: 94%
“…Uma experiência apresenta uma abordagem de programação introdutória com jogos textuais e numéricos como criptogramas, busca de palavras e adivinhação de números [Rajaravivarma 2005]. Um outro trabalho compara duas aborda-IX Congresso Brasileiro de Informática na Educação (CBIE 2020) Anais do XXVI Workshop de Informática na Escola (WIE 2020) gens de programação introdutória (jogos textuais e numéricos versus exercícios tradicionais) e, embora não tenha havido melhora nos resultados, a motivação foi maior, assim como os estudantes preferiram os jogos aos exercícios tradicionais [Cliburn 2006].…”
Section: Fundamentação Teóricaunclassified