Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games
Abstract
:1. Introduction
2. Difficulties in Learning OOP
2.1. Difficulties Identified from Literature Review
2.1.1. Difficulties Identified from Students’ Investigations
2.1.2. Difficulties and Misconceptions in Understanding Classes
2.1.3. Difficulties and Misconceptions in Understanding Objects
2.1.4. Difficulties and Misconceptions in Understanding Attributes
2.1.5. Difficulties and Misconceptions in Understanding Methods
2.1.6. Difficulties and Misconceptions in Understanding Inheritance
3. Competencies Required for Mastering OOP
4. Available Tools for Learning OOP
4.1. Multiuser Programming Pedagogy for Enhancing Traditional Study (MUPPETS)
4.2. Alice
4.3. Jeliot
4.4. Greenfoot
4.5. BlueJ
4.6. Ztech De
4.7. POO SGs
4.8. Discussion on Available Tools for Learning OOP
5. SG Model for Learning OOP
5.1. Three Phases of the Model
5.1.1. Presentation
5.1.2. Practice
5.1.3. Performance
6. Design and Development of SG for Learning OO: OOsg
6.1. Game Levels
6.2. Logfile Generated as a Result of Playing OOsg
7. Experimental Evaluation and Results
7.1. Experimental Setup
7.2. Threats to Validity of Findings
7.2.1. Threats of Having Prior Game-Playing Experience
7.2.2. Threats of Having Prior Computer Programming Experience
7.3. Result of Experimental Analysis
7.3.1. Measuring Students’ Performance for Learning OOP with and without the Intervention of Prototype
7.3.2. The Difference in Students’ NLG for Learning OOP with and without the Intervention of Prototype
7.3.3. The Effect of the Perceived Motivation on Student’s Learning
8. Discussion
9. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Phase | Purpose | Components |
---|---|---|
Presentation | The input content presented to the user/player as learning material | Instructional contents, learning difficulties and intended learning outcomes |
Practice | Learning and practicing of the user/player | Instructional Models, Learning Theories, Game attributes |
Performance | Assessment of the Performance of the user/player, Game logs/statistics, perceived motivation |
Var1 | Var2 | r Value | |
---|---|---|---|
Exp_Group: Post-test score | Prior Game Playing Experience | 0.07 | 0.000 |
Control_Group: Pre-test score | Prior Programming experience | 0.217 | 0.047 |
Control_Group: Post-test score | Prior Programming experience | 0.080 | 0.006 |
Exp_Group: Pre-test score | Prior Programming experience | 0.264 | 0.069 |
Exp_Group: Post-test score | Prior Programming experience | 0.100 | 0.01 |
Test-Data | Mean | Statistical Test | t-Value | df | Sig. (2-Tailed) |
---|---|---|---|---|---|
Control Group | |||||
Post-Test | 14.341 | Pairedt-test | 0.933 | 40 | 0.356 |
Pre-Test | 13.829 | ||||
Experimental Group | |||||
Post-Test | 33.285 | Pairedt-test | 14.11 | 41 | 0.000 |
Pre-Test | 15.190 |
Test-Data | Mean | Statistical Test | t-Value | df | Sig. (2-Tailed) |
---|---|---|---|---|---|
Experimental Group-NLG | 0.2105 | Pairedt-test | 12.499 | 40 | 0.000 |
Control Group-NLG | 0.0056 |
IMMS | Mean Score | Mean Score | Mean Score | Mean Score | Mean | SD |
---|---|---|---|---|---|---|
Subcategories | 1.00–2.00 | 2.1–3.00 | 3.1–4.00 | 4.1–5.00 | Score | |
Attention | 1 | 4 | 17 | 20 | 3.87 | 0.65 |
(2.38%) | (9.52%) | (40.47%) | (47.61%) | |||
Relevance | 2 | 11 | 13 | 16 | 3.66 | 0.75 |
(4.76%) | (26.19%) | (30.95%) | (38.10%) | |||
Confidence | 7 | 6 | 15 | 14 | 3.45 | 0.97 |
(16.66%) | (14.28%) | (35.71%) | (33.33%) | |||
Satisfaction | 8 | 5 | 20 | 9 | 3.28 | 1.07 |
(19.04%) | (11.90%) | (47.61%) | (21.42%) |
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Abbasi, S.; Kazi, H.; Kazi, A.W.; Khowaja, K.; Baloch, A. Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games. Information 2021, 12, 101. https://doi.org/10.3390/info12030101
Abbasi S, Kazi H, Kazi AW, Khowaja K, Baloch A. Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games. Information. 2021; 12(3):101. https://doi.org/10.3390/info12030101
Chicago/Turabian StyleAbbasi, Suhni, Hameedullah Kazi, Ahmed Waliullah Kazi, Kamran Khowaja, and Ahsanullah Baloch. 2021. "Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games" Information 12, no. 3: 101. https://doi.org/10.3390/info12030101
APA StyleAbbasi, S., Kazi, H., Kazi, A. W., Khowaja, K., & Baloch, A. (2021). Gauge Object Oriented Programming in Student’s Learning Performance, Normalized Learning Gains and Perceived Motivation with Serious Games. Information, 12(3), 101. https://doi.org/10.3390/info12030101