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Hello everyone
Background
With regards to the teaching methods currently being used for this class, we
have adopted a variety of constructivist methods such as encouraging
students to work in pairs or larger groups in order to try to get them engaged
and interested in active learning.
This also reinforces the idea of knowledge not just being passively absorbed,
but being actively constructed by learners based on their own experiences.
Issues
However, despite the various teaching strategies used, students still struggle
to understand basic programming concepts
Now why is that so?
Most programming concepts, algorithms and data structures are abstract
constructs, which can be difficult for students to visualise and understand.
Additionally, the software that students use for writing and running computer
programs are normally some type of command-line terminal screen with very
little engaging visuals and feedback.
All these make it difficult for the student to learn and comprehend the basic
and advanced constructs of programming languages.
Many times, students end up getting traumatised and develop a hate for
programming.
The solution that I plan to use to alleviate the previously mentioned problems
is Gamification.
The term ‘gamification’ was first used in 2002. It was coined by Nick Pelling, a
British software developer and designer.
As playing video games had already become deeply entrenched in the lives of
people, gamification of learning easily gained widespread recognition in just a
few years.
Because games can really engage people, both academics and private
companies began to investigate how to transport the motivational elements of
games to non-game applications, thus leading to the gamification
phenomenon.
Advantages of Gamification
How Do We Gamify?
First we have:
o Constructivism, where students are made to practice using the
gamified learning environment. Through the experience gained, they
construct their own knowledge and understanding of the subject.
Students can program in Jeliot 3, and later they can visualise their program
and follow its execution path. They can also control the animation with Step,
Play, Pause buttons and Animation speed slider.
Jeliot 3 provides the ability to select the “Ask Questions During Animation”
option from the main menu. It’s like a Quiz-like feature.
Students have the opportunity to self evaluate their knowledge. The scores
can then be totaled, and a leaderboard created to motivate students through
friendly competition.
Results (1 of 2)
A study carried out by Cisar et al., involving 400 students of two higher
education institutions in Serbia, and which lasted for two years, showed that
there were significant differences in the achievements of students who were
taught in the traditional way, and those who have used Jeliot3.
Results (2 of 2)
They were also much more motivated to learn, and displayed higher levels of
satisfaction with their learning progress.
Conclusion
Hence, we see that Visualisation tools can be used to gamify the teaching of
programming languages
And that gamification can significantly boost student motivation and student
engagement
Finally, Gamified learning can greatly help knowledge retention and recall,
and ultimately, positively impact student performance
References
And here’s a list of some of the reference materials used for this presentation.