An Escape Room For Learning Computer Programming
Cita com:
hdl:2117/380404
Document typeConference lecture
Defense date2022
PublisherUniversidade do Minho
Rights accessOpen Access
Except where otherwise noted, content on this work
is licensed under a Creative Commons license
:
Attribution-NonCommercial-NoDerivs 4.0 International
Abstract
Game-based learning is a strategy where games are used as a challenge for students to learn and apply the contents of a
subject matter. In this sense, game-based learning is an instance of problem-based learning. In this paper we discuss how
game based strategies can be used to motivate students to perform the actions required for each of the learning phases.
Namely: motivation, information, understanding, application and validation (feed-back). Then we present the application
of those strategies to the design of an escape room where computer programs are required to solve the puzzles of the
game. The designed escape room is then used as a game-based strategy in an introductory seminar on the Python
programming language.
CitationBofill, P.; Farreras, M.; Armengol, J. An Escape Room For Learning Computer Programming. A: International Conference on Active Learning in Engineering Education. "International Symposium on Project Approaches in Engineering Education Volume 12 (2022): proceedings of the PAEE/ALE'2022, International Conference on Active Learning in Engineering Education 14th International Symposium on Project Approaches in Engineering Education (PAEE) 19th Active Learning in Engineering Education Workshop (ALE) Alicante-Spain, 06-08 July 2022". Minho: Universidade do Minho, 2022, p. 119-125. ISBN 2183-1378.
ISBN2183-1378
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