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The use of games on the teaching of programming:
a systematic review
Postgraduate Program in Computer Systems – PPgSC
Federal University of Rio Grande do Norte – UFRN
Natal - Brazil
Thiago Reis da Silva
thiagoreis@ppgsc.ufrn.br
Eduardo Aranha
eduardoaranha@dimap.ufrn.br
Tainá Jesus Medeiros
tainamedeiros@ppgsc.ufrn.br
Contents
1. Introduction;
2. Method;
3. Results;
4. Final Considerations.
2ESELAW 2015 - Lima, Peru
1. Introduction
3ESELAW 2015 - Lima, Peru
1. Introduction
 There are several difficulties faced by beginners during the process of
learning programming;
 Possibilities: exigency logical-mathematical requirements in the
discipline;
 Due to the difficulties continually faced by beginners courses of
technology areas, has resulted in high dropout and desist;
 Various efforts have been made by researchers and educators to try to
overcome the difficulties encountered by beginners in this area.
ESELAW 2015 - Lima, Peru 4
1. Introduction
 Systematic Review:
 It is a type of secondary study that follows a methodologically well-
defined research process to identify, analyze and interpret all
available evidence related to a specific research question of an
unbiased way and (to some extent) repeatable.
ESELAW 2015 - Lima, Peru 5
2. Method
6ESELAW 2015 - Lima, Peru
2. Method
 Objective:
 Determine the effectiveness of the use of digital games as a teaching tool and
programming learning;
 Making an overview of the analysis of practical experience and research regarding the
use of digital games for the teaching and learning of programming in the international
context.
 Original guidelines proposed by Kitchenham et. al. (2009);
 We included articles 1 January 2009 to 31 December 2013.
ESELAW 2015 - Lima, Peru 7
2. Method
 Research Questions:
 QP1: Which programming languages are being taught by studies that make
use of games as teaching tools?
 QP2: What studies are being performed by researchers who investigate the
use of games on programming teaching?
 QP3: What is the scale (number of attendees) of the studies that are being
conducted by researchers?
 QP4: Do the reported studies indicate effectiveness in the use of games for teaching
programming?
 QP5: What schooling levels are being contemplated by the studies?
 QP6: The approaches are based on Distance Learning or traditional face-to-face
contact?
 QP7: What skills and competencies are being exploited?
 QP8: What benefits and limitations are being reported?
8
2. Method
 Searching Process
 Electronic databases:
 IEEE Xplorer,
 ACM Digital Library;
 ScienceDirect.
9ESELAW 2015 - Lima, Peru
2. Method
 Searching Process
 Conferences:
 Technical Symposium on Computer Science Education (SIGCSE), Conference on International Computing
Education Research (ICER), Conference on Foundations of Digital Games (FDG), Transactions on Computing
Education (TOCE), Conference on Innovation and Technology in Computer Science Education (ITiCSE),
International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), Workshop on
Network and System Support for Games (NetGames), Symposium on Computational Intelligence and Games
(CIG), Conference on Information Technology Education (SIGITE), Symposium on Interactive 3D Graphics
and Games (I3D), International Conference on Software Engineering (ICSE), International Symposium on
Empirical Software Engineering and Measurement (ESEM) e International Conference on Evaluation and
Assessment in Software Engineering (EASE).
 Journal:
 Journal Computer and Education (JCE), Journal of Computing Sciences in Colleges (JCSC) e International
Journal of Educational Research (IJER).
10ESELAW 2015 - Lima, Peru
2. Method
 Searching Process
11
2. Method
 Inclusion and Exclusion Criteria
12ESELAW 2015 - Lima, Peru
2. Method
 Data extraction
 Objective;
 Study method;
 Number of participants involved;
 Education level;
 Type of Programming Languages;
 Results;
 Conclusion.
13ESELAW 2015 - Lima, Peru
3. Results
14ESELAW 2015 - Lima, Peru
 QP1: Which programming languages are being taught by studies
that make use of games as teaching tools?
 7 Programming Linguagens;
 Using software to teach programming concepts;
 Ex.: Greenfoot (5), Alice (4), Scratch (2), Blocky (1) e GameMaker (1);
 Robotics;
 Ex.: Lego Mindstorms (2) e LighBot (1).
ESELAW 2015 - Lima, Peru 15
3. Results
 QP2: What studies are being performed by researchers who
investigate the use of games on programming teaching?
ESELAW 2015 - Lima, Peru 16
3. Results
 QP3: What is the scale (number of attendees) of the studies that
are being conducted by researchers?
 Studies varied widely;
 Exemple: 8, 9, 322, 325;
 QP4: Do the reported studies indicate effectiveness in the use of
games for teaching programming?
 Efficient: 97%;
 Mixed: 3%
ESELAW 2015 - Lima, Peru 17
3. Results
 QP5: What schooling levels are being contemplated by the
studies?
ESELAW 2015 - Lima, Peru 18
3. Results
 QP6: The approaches are based on Distance Learning or
traditional face-to-face contact?
ESELAW 2015 - Lima, Peru 19
3. Results
 QP7: What skills and competencies are being exploited?
 Few are the studies that clearly show the skills and competencies explored;
 Two skills: cognitive and social.
 Cognitive:
 “players build algorithms during game-play, designing their own solutions” (collaboration
skills) [E11];
 “gamers often use logical condition, in order to achieve a higher score in the game and when
they want to create reusable solutions” (establish logical conclusions) [E7].
 Social:
 Dealing with rules; cooperate and collaborate [E11] [E18] [E20] [E35] e [E47].
ESELAW 2015 - Lima, Peru 20
3. Results
 QP8: What benefits and limitations are being reported?
 Benefits:
 The use of games motivates and improves the programming education, increasing the
power of concentration of the students and the pass rate, as well as decrease in the
number of dropouts in disciplines involving programming;
 Use workshops as fun and attractive way to the learning of programming process;
 Using software to teach programming - with Scratch, Game Maker, Blockly, Alice and
Greenfoot - as a way to make the most dynamic teaching-learning process.
 Limitations:
 Abstraction difficulties and understanding of the issues;
 Specify and code a solution.
ESELAW 2015 - Lima, Peru 21
3. Results
 Threats to validity:
 The research was organized in a manual and automatic search
process in a specific set of journals, conferences and journals;
 A single researcher selected studies, based on their titles,
abstracts, keywords and conclusions;
 A single researcher tabular data, despite the others had checked
the data extraction.
ESELAW 2015 - Lima, Peru 22
3. Results
4. Conclusion
23ESELAW 2015 - Lima, Peru
 Various results and trends:
 Java is the one that has been most frequently adopted in the
research;
 Case studies and control experiments are the most commonly
reported methods and used to evaluate the efficacy of the
intervention game;
 The number of participants who took part in the survey to
assess the effectiveness of the use of games in education
programming varies widely from study to study;
 Half of the research is being applied to higher education.
24
4. Conclusion
ESELAW 2015 - Lima, Peru
ESELAW 2015 - Lima, Peru 25
Acknowledgments
Questions
trsilva.si@gmail.com

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The use of games on the teaching of programming: a systematic review

  • 1. The use of games on the teaching of programming: a systematic review Postgraduate Program in Computer Systems – PPgSC Federal University of Rio Grande do Norte – UFRN Natal - Brazil Thiago Reis da Silva thiagoreis@ppgsc.ufrn.br Eduardo Aranha eduardoaranha@dimap.ufrn.br Tainá Jesus Medeiros tainamedeiros@ppgsc.ufrn.br
  • 2. Contents 1. Introduction; 2. Method; 3. Results; 4. Final Considerations. 2ESELAW 2015 - Lima, Peru
  • 4. 1. Introduction  There are several difficulties faced by beginners during the process of learning programming;  Possibilities: exigency logical-mathematical requirements in the discipline;  Due to the difficulties continually faced by beginners courses of technology areas, has resulted in high dropout and desist;  Various efforts have been made by researchers and educators to try to overcome the difficulties encountered by beginners in this area. ESELAW 2015 - Lima, Peru 4
  • 5. 1. Introduction  Systematic Review:  It is a type of secondary study that follows a methodologically well- defined research process to identify, analyze and interpret all available evidence related to a specific research question of an unbiased way and (to some extent) repeatable. ESELAW 2015 - Lima, Peru 5
  • 6. 2. Method 6ESELAW 2015 - Lima, Peru
  • 7. 2. Method  Objective:  Determine the effectiveness of the use of digital games as a teaching tool and programming learning;  Making an overview of the analysis of practical experience and research regarding the use of digital games for the teaching and learning of programming in the international context.  Original guidelines proposed by Kitchenham et. al. (2009);  We included articles 1 January 2009 to 31 December 2013. ESELAW 2015 - Lima, Peru 7
  • 8. 2. Method  Research Questions:  QP1: Which programming languages are being taught by studies that make use of games as teaching tools?  QP2: What studies are being performed by researchers who investigate the use of games on programming teaching?  QP3: What is the scale (number of attendees) of the studies that are being conducted by researchers?  QP4: Do the reported studies indicate effectiveness in the use of games for teaching programming?  QP5: What schooling levels are being contemplated by the studies?  QP6: The approaches are based on Distance Learning or traditional face-to-face contact?  QP7: What skills and competencies are being exploited?  QP8: What benefits and limitations are being reported? 8
  • 9. 2. Method  Searching Process  Electronic databases:  IEEE Xplorer,  ACM Digital Library;  ScienceDirect. 9ESELAW 2015 - Lima, Peru
  • 10. 2. Method  Searching Process  Conferences:  Technical Symposium on Computer Science Education (SIGCSE), Conference on International Computing Education Research (ICER), Conference on Foundations of Digital Games (FDG), Transactions on Computing Education (TOCE), Conference on Innovation and Technology in Computer Science Education (ITiCSE), International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), Workshop on Network and System Support for Games (NetGames), Symposium on Computational Intelligence and Games (CIG), Conference on Information Technology Education (SIGITE), Symposium on Interactive 3D Graphics and Games (I3D), International Conference on Software Engineering (ICSE), International Symposium on Empirical Software Engineering and Measurement (ESEM) e International Conference on Evaluation and Assessment in Software Engineering (EASE).  Journal:  Journal Computer and Education (JCE), Journal of Computing Sciences in Colleges (JCSC) e International Journal of Educational Research (IJER). 10ESELAW 2015 - Lima, Peru
  • 12. 2. Method  Inclusion and Exclusion Criteria 12ESELAW 2015 - Lima, Peru
  • 13. 2. Method  Data extraction  Objective;  Study method;  Number of participants involved;  Education level;  Type of Programming Languages;  Results;  Conclusion. 13ESELAW 2015 - Lima, Peru
  • 14. 3. Results 14ESELAW 2015 - Lima, Peru
  • 15.  QP1: Which programming languages are being taught by studies that make use of games as teaching tools?  7 Programming Linguagens;  Using software to teach programming concepts;  Ex.: Greenfoot (5), Alice (4), Scratch (2), Blocky (1) e GameMaker (1);  Robotics;  Ex.: Lego Mindstorms (2) e LighBot (1). ESELAW 2015 - Lima, Peru 15 3. Results
  • 16.  QP2: What studies are being performed by researchers who investigate the use of games on programming teaching? ESELAW 2015 - Lima, Peru 16 3. Results
  • 17.  QP3: What is the scale (number of attendees) of the studies that are being conducted by researchers?  Studies varied widely;  Exemple: 8, 9, 322, 325;  QP4: Do the reported studies indicate effectiveness in the use of games for teaching programming?  Efficient: 97%;  Mixed: 3% ESELAW 2015 - Lima, Peru 17 3. Results
  • 18.  QP5: What schooling levels are being contemplated by the studies? ESELAW 2015 - Lima, Peru 18 3. Results
  • 19.  QP6: The approaches are based on Distance Learning or traditional face-to-face contact? ESELAW 2015 - Lima, Peru 19 3. Results
  • 20.  QP7: What skills and competencies are being exploited?  Few are the studies that clearly show the skills and competencies explored;  Two skills: cognitive and social.  Cognitive:  “players build algorithms during game-play, designing their own solutions” (collaboration skills) [E11];  “gamers often use logical condition, in order to achieve a higher score in the game and when they want to create reusable solutions” (establish logical conclusions) [E7].  Social:  Dealing with rules; cooperate and collaborate [E11] [E18] [E20] [E35] e [E47]. ESELAW 2015 - Lima, Peru 20 3. Results
  • 21.  QP8: What benefits and limitations are being reported?  Benefits:  The use of games motivates and improves the programming education, increasing the power of concentration of the students and the pass rate, as well as decrease in the number of dropouts in disciplines involving programming;  Use workshops as fun and attractive way to the learning of programming process;  Using software to teach programming - with Scratch, Game Maker, Blockly, Alice and Greenfoot - as a way to make the most dynamic teaching-learning process.  Limitations:  Abstraction difficulties and understanding of the issues;  Specify and code a solution. ESELAW 2015 - Lima, Peru 21 3. Results
  • 22.  Threats to validity:  The research was organized in a manual and automatic search process in a specific set of journals, conferences and journals;  A single researcher selected studies, based on their titles, abstracts, keywords and conclusions;  A single researcher tabular data, despite the others had checked the data extraction. ESELAW 2015 - Lima, Peru 22 3. Results
  • 24.  Various results and trends:  Java is the one that has been most frequently adopted in the research;  Case studies and control experiments are the most commonly reported methods and used to evaluate the efficacy of the intervention game;  The number of participants who took part in the survey to assess the effectiveness of the use of games in education programming varies widely from study to study;  Half of the research is being applied to higher education. 24 4. Conclusion ESELAW 2015 - Lima, Peru
  • 25. ESELAW 2015 - Lima, Peru 25 Acknowledgments Questions trsilva.si@gmail.com