Browse > Article
http://dx.doi.org/10.7583/JKGS.2017.17.4.161

A Study on the effect of coding education and improvement of learning achievement using educational game  

Kim, Nayoung (Department of Games, Hongik University)
Abstract
This study introduces coding education using functional game and the effect of game quality on learning achievement. The purpose of this study is to analyze the effect of the difference of game quality on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, it is meaningful to consider the effect of quality improvement of educational games on learning and we suggest that when designing an educational game, game performance and quality should be considered carefully.
Keywords
Coding Education; Serious Game; Gamification; Satisfaction of coding education;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 Pablo Moreno-Ger, "Educational game design for online education", Computers in Human Behavior, 24, pp2530-2540, 2008   DOI
2 Kristian Kiili, "Digital game-based learning: Towards an experiential gaming model", Internet and Higher Education 8, pp13-24, 2005   DOI
3 Peppler, K. & Kafai, Y. B. (2007). From SuperGoo to Scratch: exploring creative digital media production in informal learning. Learning, Media, and Technology, 32(2), pp149-166   DOI
4 Sweedyk, E., deLaet, M., Slattery, M.C., Kuffner, J., Computer games and cs education: why and how. SIGCSE'05, pp256-257, 2005
5 Ahmet Baytak, "A case study of educational game design by kids and for kids", Procedia Social and Behavioral Sciences 2, pp5242-5246, 2010   DOI
6 U. Fuller, C. Johnson and T. Ahoniemi Developing a computer science-specic learning taxonomy. SIGCSE Bull., 39(4). pp152-170, 2007   DOI
7 Tao Xie, "Where Software Engineering, Education, and Gaming Meet", pp114-132, Computer Games and Software Engineering, 2015
8 Jakub Swacha,"Gamification-based e-learning Platform for Computer Programming Education", X World Conference on Computers in Education, 2013
9 Lee, E. H., & Lee, T. W., "Instruction Model for Elementary School on Programming Induction Education Using ENTRY", The Korean Association of Computer Education, 19(1), pp.43-46, 2015.
10 Lyou, M. Y., & Han, S. K., "Development of Computational Thinking-based Educational Program for SW Education", JOURNAL OF The Korean Association of information Education, 19(1), pp.11-20, 2015.   DOI
11 Barry D. Mann, "The development of an interactive game-based tool for learning surgical management algorithms via computer", The American Journal of Surgery 183, pp305-308, 2002   DOI
12 Sahar S. Shabanah, "Designing Computer Games to Teach Algorithms", IEEE, 10, pp1119-1126, 2010
13 D. Barr, J. Harrison, and L. Conery. Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, pp20-22, 2011
14 J. Wing. Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society, pages 3717-3725, 2008
15 Mitchel Resnick, "Scratch: Programming for All", Communications of the ACM, 51, pp61-67, 2009
16 Anabela Gomes, "An environment to improve programming education", International Conference on Computer Systems and Technologies, 4-19, pp1-6, 2007
17 J. M. Randel, B. A. Morris, C. D. Wetzel, and B. V. Whitehill, "The effectiveness of games for educational purposes: a review of recent research," Simul. Gaming, 23, pp261-276, 1992   DOI
18 Lee, U. W., & Lee, J. Y., "Analysis on structural relationships of learner characteristics, interactions, flow, perceived usefulness and learning satisfaction in SMART education environments-with focus on elementary school", Educational Information Media Research, 19(3),573-603, 2013
19 Ranum, D., Miller, B., Zelle, J., Guzdial, M. Successful Approaches to Teaching Introductory Computer Science Courses with Python, Special Session, SIGCSE'06, 1-5, 2006, Houston, Texas, USA
20 T. W. Malone, "What makes things fun to learn? heuristics for designing instructional computer games," in SIGSMALL '80: Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, Palo Alto. ACM Press, pp162-169. 1980
21 Song, Y. H.,. "Identifying the Predictability of Presence and flow on Learning Outcomes in Elementary School Students Who Use Digital Mathematics Textbooks", Journal of Research in Curriculum & Instruction, 17(1), 151-172, 2013   DOI
22 Park, J. Y., & Kang, M, H. "Structural Relationships Among Learners'Characters, Learning Flow, and Thinking Ability in a SCRATCH Programming Course for Elementary School Students", The Journal of Elementary Education, 28(4), 145-170, 2015
23 Suk, I. B., & Kang, E. C., "Development and validation of the learning flow scale", Journal of Educational Technology, 23(1), 121-154, 2007   DOI
24 Donna L. Hoffman and Thomas P. Novak, "Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations", Journal of Marketing, 60, pp50-68, 1996   DOI
25 Korean Foundation for the advancement of Science & Creativity. A Study on Surveying the Actual Conditions and Evaluating the Effectiveness of SW Education in Elementary and Secondary Schools, 2016
26 Park, H. M., "Global SW education trend and tools", Internet & Security Focus, p.41, 2014.
27 Park, J. H., "Effects of Storytelling Based Software Education on Computational Thinking", JOURNAL OF The Korean Association of information Education, 19(11), p.58, 2015.
28 Seong-Hwan Cho, Jeong-Beom Song, Seong-Sik Kim, Kyung-Hwa Lee, "The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude", Korea Association of information education, Vol. 12, No. 1, pp77-88, 2008