Paper Type
Complete
Paper Number
1340
Description
In computer science education, students perceive programming as complex as it requires a broad set of technical and logical skills. These difficulties are further compounded by the varying levels of prior knowledge among students. This study presents "Lost in Code", an adaptive digital game-based learning system (DGBL) designed to enhance programming skills in introductory computer science courses. It leverages the complexities of learning programming by integrating educational content into a gaming context that adapts to individual student knowledge levels. The system was developed following a design science research approach, including two iterations of design and evaluation. Evaluations showed positive student engagement and learning outcomes, highlighting the system's potential to address challenges in computer science education by making learning interactive, engaging, and tailored to individual needs. Thus, reflect a timely response to the demand for educational approaches and provide insights into the development and evaluation of DGBL systems.
Recommended Citation
Jokisch, Christine; Strzebkowski, Maxim; Kurpejovic, Haris; Schlimbach, Ricarda; Hobert, Sebastian; and Schumann, Matthias, "Lost in Code: A Digital Game-based Learning System to Enhance Programming Skills in Introductory Courses" (2024). PACIS 2024 Proceedings. 3.
https://aisel.aisnet.org/pacis2024/track14_educ/track14_educ/3
Lost in Code: A Digital Game-based Learning System to Enhance Programming Skills in Introductory Courses
In computer science education, students perceive programming as complex as it requires a broad set of technical and logical skills. These difficulties are further compounded by the varying levels of prior knowledge among students. This study presents "Lost in Code", an adaptive digital game-based learning system (DGBL) designed to enhance programming skills in introductory computer science courses. It leverages the complexities of learning programming by integrating educational content into a gaming context that adapts to individual student knowledge levels. The system was developed following a design science research approach, including two iterations of design and evaluation. Evaluations showed positive student engagement and learning outcomes, highlighting the system's potential to address challenges in computer science education by making learning interactive, engaging, and tailored to individual needs. Thus, reflect a timely response to the demand for educational approaches and provide insights into the development and evaluation of DGBL systems.
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Education