Coding games are widely used to teach computational thinking (CT). Studies have broadly investigated the role of coding games in supporting CT learning in formal classroom contexts, but there has been limited exploration of their use in informal home-based settings. This study investigated the factors that motivated students to use a coding game called Coding Galaxy in a home-based setting. It explored the connections between the students' perceptions of and usage of the tool. An 11-day intervention was conducted at a primary school in Hong Kong with 104 participants. The students' perceptions of the game were collected via questionnaires and information on their use of the tool was extracted from log files. Results indicated that and were predictors of the actual use of the game with coding motivation the dominant factor. Focus group interviews were also conducted to further explore the students' motivation to play the game. Through comparisons of active and inactive users, the qualitative findings supported the quantitative results, indicating that students who were more intrinsically motivated tended to be more active in using the game. The implications of the study for researchers and practitioners in CT education are discussed.
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http://dx.doi.org/10.1007/s10639-022-11181-7 | DOI Listing |
Int J Behav Nutr Phys Act
January 2025
Department of Medicine, University of Otago, PO Box 56, Dunedin, 9010, New Zealand.
Background: Although evening screen time is thought to impair subsequent sleep, current measures are limited to questionnaires which seem unlikely to accurately assess screen time in youth. Given the ubiquitous nature of digital devices, improving measurement of screen time is required before related health effects can be appropriately determined. The aim of this study was to objectively quantify screen time before sleep using video camera footage.
View Article and Find Full Text PDFSci Rep
January 2025
Nunaps Inc., Seoul, Korea.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.
View Article and Find Full Text PDFPeerJ Comput Sci
November 2024
School of Systems and Technology, University of Management and Technology, Lahore, Pakistan.
Programming courses in computer science play a crucial role as they often serve as students' initial exposure to computer programming. Many university students find introductory courses overwhelming due to the vast amount of information they need to grasp. The traditional teacher-lecturer model used in university lecture halls frequently leads to low motivation and student participation.
View Article and Find Full Text PDFJ R Soc Interface
December 2024
Department of Archaeology and Heritage Studies, Aarhus University, Aarhus, Denmark.
Front Dev Psychol
May 2024
Department of Pediatrics, University of Michigan Medical School, Ann Arbor, MI.
Background: Infants and toddlers engage with digital media about 1-3 hours per day with a growing proportion of time spent on YouTube.
Aim: Examined content of YouTube videos viewed by children 0-35.9 months of age and predictors of YouTube content characteristics.
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