Development of a Game to Foster Programming Thinking for Learning through Reading Program

Daisuke Saito, Kazunori Sakamoto, Hironori Washizaki, Yoshiaki Fukazawa, Shuichi Uchiyama, Ramzi Ramzi

研究成果: Conference contribution

抄録

In this study, we propose a digital game that fosters programming-thinking skills. The ability to learn concepts such as conditional branching, iteration, problem-solving, and event analysis through programming is referred to as programming-thinking skills. These skills can be developed through existing programming learning games. However, there are some issues. Many programming-learning games are like puzzles. They are also games that allow one to program with codes such as 'move forward.' The skills that can be developed in these games are limited. To solve this problem, we proposed a game that can effectively develop programming-thinking skills through reading and programming of programs. In this study, we present the design of our game and the results of our preliminary research, as well as discuss its usefulness in fostering programming-thinking skills.

本文言語English
ホスト出版物のタイトルTALE 2021 - IEEE International Conference on Engineering, Technology and Education, Proceedings
出版社Institute of Electrical and Electronics Engineers Inc.
ページ871-876
ページ数6
ISBN(電子版)9781665436878
DOI
出版ステータスPublished - 2021
イベント2021 IEEE International Conference on Engineering, Technology and Education, TALE 2021 - Wuhan, China
継続期間: 2021 12月 52021 12月 8

出版物シリーズ

名前TALE 2021 - IEEE International Conference on Engineering, Technology and Education, Proceedings

Conference

Conference2021 IEEE International Conference on Engineering, Technology and Education, TALE 2021
国/地域China
CityWuhan
Period21/12/521/12/8

ASJC Scopus subject areas

  • コンピュータ サイエンスの応用
  • 工学(その他)
  • メディア記述
  • 教育

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