Abstract
A number of factors contribute to the difficulty of learning computer programming, and by examining some of these factors we can hope to design an environment that is more conducive to the learning process. I analyse some of these problems and find that one possible solution is to embed the educational content into a fantasy adventure game. Designing an educational game is, however, fraught with difficulties beyond those normally associated with writing such a program, as there are conflicts between educational and entertainment goals. Described are a few of these conflicts from the early stages of my project, and the compromises that they have engendered.
- 1 Bereiter, C. & Ng, E. "Three levels of goal orientation in learning." The Journal of the Learning Sciences 1 (3&4) 1991.Google Scholar
- 2 Bower, G.H., in L.W. Gregg(ed.), Cognition in Learning and Memory. New York: Wiley, 1972.Google Scholar
- 3 Bowman, R.F., Jr. "A Pac-Man Theory of Motivation: Tactical Implications for Classroom Instruction." Educational Technology 22(9) 1982.Google Scholar
- 4 Brown, J.S., Collins, A., & Duguid, P. "Situated Cognition and the Culture of Learning." Educational Researcher v. 18 no.1 1989.Google Scholar
- 5 Celsi, Richard L., & Olson, Jerry C. "The Role of Involvement in Attention and Comprehension Processes." Journal of Consumer Research Sept. 1988.Google Scholar
- 6 Collins, A. & Stevens, A.L., "Goals and Strategies of Inquiry Teachers." in R. Glaser(ed.), Advances in Instructional Technology vo12. Hillsdale, N.J.: Lawrence Erlbaum Associates, 1981.Google Scholar
- 7 Laurel, Brenda, Computers as Theater. Reading, MA: Addison-Wesley, 1991. Google Scholar
Digital Library
- 8 Malone, Thomas W., "Toward a Theory of Intrinsically Motivating Instruction." Cognitive Science 4 1981.Google Scholar
- 9 Norman, D. A. & Rumelhart, D. E. "Representation in memory." in R. C. Atkinson, J. J. Hermstein, G. Lindzey, & R. D. Luce (Eds.) Handbook of Experimental Psychology. New York: Wiley, 1988.Google Scholar
- 10 Paivio, A., Imagery and verbal processes. New York: Holt, Rinehart, & Winston, 1971.Google Scholar
Index Terms
A fantasy adventure game as a learning environment: why learning to program is so difficult and what can be done about it
Recommendations
A fantasy adventure game as a learning environment: why learning to program is so difficult and what can be done about it
ITiCSE '97: Proceedings of the 2nd conference on Integrating technology into computer science educationA number of factors contribute to the difficulty of learning computer programming, and by examining some of these factors we can hope to design an environment that is more conducive to the learning process. I analyse some of these problems and find that ...
Investigating the effects of an adventure video game on foreign language learning
Edutainment'11: Proceedings of the 6th international conference on E-learning and games, edutainment technologiesSeveral researchers have found that video games, such as sports games and the well-known simulation game, "The Sims", can be useful for language learning. Some researchers also suggested the potential of adventure games in language acquisition; however, ...
A game-based adaptive unit of learning with IMS learning design and <e-Adventure>
EC-TEL'07: Proceedings of the Second European conference on Technology Enhanced Learning: creating new learning experiences on a global scaleIn this paper we illustrate how to conceive, implement and play adaptive Units of Learning (UoLs) that embed educational videogames. For this purpose we describe The Art & Craft of chocolate UoL, with the game Paniel and the chocolate-based sauce ...







Comments