Gamification of Learning Scratch in Elementary School

Authors Serhii D. Prykhodchenko , Oksana Yu. Prykhodchenko , Olha S. Shevtsova , Sergii Yu. Semenov



PDF
Thumbnail PDF

File

OASIcs.ICPEC.2020.20.pdf
  • Filesize: 0.6 MB
  • 11 pages

Document Identifiers

Author Details

Serhii D. Prykhodchenko
  • Department of Software Engineering, Dnipro University of Technology, Ukraine
Oksana Yu. Prykhodchenko
  • Department of Finances, National Metallurgical Academy of Ukraine, Dnipro, Ukraine
Olha S. Shevtsova
  • Department of Software Engineering, Dnipro University of Technology, Ukraine
Sergii Yu. Semenov
  • Department of Software Engineering, Dnipro University of Technology, Ukraine

Cite AsGet BibTex

Serhii D. Prykhodchenko, Oksana Yu. Prykhodchenko, Olha S. Shevtsova, and Sergii Yu. Semenov. Gamification of Learning Scratch in Elementary School. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 20:1-20:11, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)
https://doi.org/10.4230/OASIcs.ICPEC.2020.20

Abstract

The article deals with the problem of gamification for primary school students. The main idea of creating a software product was to create the correct programming sequences for solving simple programming problems in the Scratch programming environment. The technological preconditions for creating an application are described; a review of gamification basics has been carried out. In this article, we first illustrate the current art of state of gamification. Then we discuss requirements for teaching and studying Scratch for primary school students, and then we describe the development of a game application for teaching Scratch programming constructions. In the experimental section we compare the results of the experimental and control groups of primary school students, which showed differences in the levels of knowledge of primary school students after the experiment, where the results of the experimental group are higher than results of the control group

Subject Classification

ACM Subject Classification
  • Social and professional topics → Computing education programs
  • Social and professional topics → Computing education
  • Social and professional topics → Informal education
Keywords
  • Education
  • Gamification
  • Scratch
  • Game Mechanic
  • Programming Language

Metrics

  • Access Statistics
  • Total Accesses (updated on a weekly basis)
    0
    PDF Downloads

References

  1. Raed S Alsawaier. The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 2018. URL: https://doi.org/10.1108/IJILT-02-2017-0009.
  2. Darius Ašeriškis and Robertas Damasevicius. Gamification patterns for gamification applications. Procedia Computer Science, 39:83-90, December 2014. URL: https://doi.org/10.1016/j.procs.2014.11.013.
  3. M. S. Bhullar. A new method of learning: M-learning (mobile learning). In 2014 9th International Conference on Computer Science Education, pages 322-325, 2014. URL: https://doi.org/10.1109/ICCSE.2014.6926478.
  4. Laurie Butgereit. Gamifying mobile micro-learning for continuing education in a corporate it environment. In 2016 IST-Africa Week Conference, pages 1-7. IEEE, 2016. URL: https://doi.org/10.1109/ISTAFRICA.2016.7530597.
  5. D Randy Garrison and Norman D Vaughan. Blended learning in higher education: Framework, principles, and guidelines. John Wiley & Sons, 2008. URL: https://doi.org/10.1002/9781118269558.
  6. Thomas Hainey, Thomas M. Connolly, Elizabeth A. Boyle, Amanda Wilson, and Aisya Razak. A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102:202-223, 2016. URL: https://doi.org/10.1016/j.compedu.2016.09.001.
  7. JP Holdren, C Marrett, and S Suresh. Federal science, technology, engineering, and mathematics (stem) education 5-year strategic plan. National Science and Technology Council: Committee on STEM Education, 2013. Google Scholar
  8. U. Jayasinghe and A. Dharmaratne. Game based learning vs. gamification from the higher education students' perspective. In Proceedings of 2013 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE), pages 683-688, 2013. URL: https://doi.org/10.1109/TALE.2013.6654524.
  9. Agah Tugrul Korucu and Ayse Alkan. Differences between m-learning (mobile learning) and e-learning, basic terminology and usage of m-learning in education. Procedia - Social and Behavioral Sciences, 15:1925-1930, 2011. 3rd World Conference on Educational Sciences - 2011. URL: https://doi.org/10.1016/j.sbspro.2011.04.029.
  10. A. Martens and W. Mueller. Gamification - a structured analysis. In 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), pages 138-142, 2016. URL: https://doi.org/10.1007/978-981-4560-52-8_66-1.
  11. A Matallaoui, N Hanner, and R Zarnekow. Gamification: Using game elements in serious contexts. Springer, Cham, Switzerland, 2016. Google Scholar
  12. Manuel Ninaus, Kristian Kiili, Jake McMullen, and Korbinian Moeller. Assessing fraction knowledge by a digital game. Computers in Human Behavior, 70:197-206, 2017. URL: https://doi.org/10.1016/j.chb.2017.01.004.
  13. Manuel Ninaus, Korbinian Moeller, Jake McMullen, and Kristian Kiili. Acceptance of game-based learning and intrinsic motivation as predictors for learning success and flow experience. International Journal of Serious Games, 4(3), September 2017. URL: https://doi.org/10.17083/ijsg.v4i3.176.
  14. Ana Maria Ortiz-Colon and Jose Luis Maroto Romo. Teaching with scratch in compulsory secondary education. International Journal of Emerging Technologies in Learning (iJET), 11(02):67-70, 2016. URL: https://doi.org/10.3991/ijet.v11i02.5094.
  15. Margarita Elizabeth Ortiz Rojas, Katherine Chiluiza, and Martin Valcke. Gamification in higher education and stem: A systematic review of literature. In 8th International Conference on Education and New Learning Technologies (EDULEARN), pages 6548-6558. Iated-int Assoc Technology Education A& Development, 2016. URL: https://doi.org/10.21125/edulearn.2016.0422.
  16. Panagiotis Psomos and Maria Kordaki. Pedagogical analysis of educational digital storytelling environments of the last five years. Procedia - Social and Behavioral Sciences, 46:1213-1218, 2012. 4th World Conference on Educational Sciences (WCES-2012) 02-05 February 2012 Barcelona, Spain. URL: https://doi.org/10.1016/j.sbspro.2012.05.277.
  17. Jihan Rabah, Robert Cassidy, and Robert Beauchemin. Gamification in education: Real benefits or edutainment? In European Conference on e-Learning, pages 489-XIX. Academic Conferences International Limited, 2018. URL: https://doi.org/10.13140/RG.2.2.28673.56162.
  18. Bernard Robin. The educational uses of digital storytelling. In Caroline M. Crawford, Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber, and Dee Anna Willis, editors, Proceedings of Society for Information Technology & Teacher Education International Conference 2006, pages 709-716, Orlando, Florida, USA, March 2006. Association for the Advancement of Computing in Education (AACE). URL: https://www.learntechlib.org/p/22129.
  19. Michael Sailer and Lisa Homner. The gamification of learning: A meta-analysis, 2019. URL: https://doi.org/10.1007/s10648-019-09498-w.
Questions / Remarks / Feedback
X

Feedback for Dagstuhl Publishing


Thanks for your feedback!

Feedback submitted

Could not send message

Please try again later or send an E-mail