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PL EN


2019 | 10 | 2 | 297-302

Article title

Zastosowanie gier komputerowych w procesie poszerzania umiejętności programistycznych wśród dzieci i młodzieży

Content

Title variants

EN
The Use of Computer Games in the Process of Expanding Programming Skills among Children and Youth

Conference

Edukacja-Technika-Informatyka

Languages of publication

PL EN

Abstracts

PL
Aktualnie, w tak zwanej erze cyfrowej, edukacja opierająca się na wykorzystaniu gier komputerowych (game-based learning – GBL) staje się coraz bardziej powszechna. Niniejsze opracowanie przedstawia przegląd rozwiązań wykorzystujących gry komputerowe w procesie poszerzania umiejętności programistycznych wśród dzieci i młodzieży. Szczególny nacisk położono na przedstawienie kluczowych zalet stosowania tego rodzaju programów w dydaktyce oraz ich wpływu na proces nauczania programowania.
EN
Currently, in the so-called digital age, education based on the use of computer games (usually called game-based learning or GBL) is becoming more and more common.This paper presents an overview of solutions using computer games in the process of improving programming skills among children and young people. Particular emphasis was placed on presenting the key advantages of using such programs in teaching and their impact on the teaching process of programming.

Year

Volume

10

Issue

2

Pages

297-302

Physical description

Dates

published
2019

Contributors

  • ORCID: 0000-0002-4338-4249, magister inżynier, Politechnika Częstochowska, Wydział Inżynierii Mechanicznej i Informatyki, Instytut Informatyki Teoretycznej i Stosowanej, Zakład Technik Multimedialnych, Modelowania i Symulacji Komputerowej, Polska

References

  • Basawapatna, A., Koh, K.H., Repenning, A. (2010). Using Scalable Game Design to Teach Computer Science from Middle School to Graduate School. Conference: Proceedings of the 15th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, ITiCSE 2010, 224-228.DOI: 10.1145/1822090.1822154.
  • Combéfis, S., Beresnevičius, G., Dagiene, V. (2016). Learning Programming through Games and Contests: Overview, Characterisation and Discussion. Olympiads in Informatics, 10, 39–60. DOI: 10.15388/ioi.2016.03.
  • Combéfis, S., Van den Schrieck, V., Nootens, A. (2013). Growing Algorithmic Thinking through Interactive Problems to Encourage Learning Programming. Olympiads in Informatics, 7, 3–13.
  • Gałuszka, D. (2017). Gry wideo w perspektywie edukacji pozaformalnej i formalnej. Państwo i Społeczeństwo, 17(3), 71–84.
  • Granic, I., Lobel, A., Engels, R. (2013). The Benefits of Playing Video Games. The American Psychologist, 69, 66–78. DOI: 10.1037/a0034857.
  • Griffiths, M.D. (2002). The Educational Benefits of Video Games. Education and Health, 20, 47–51.
  • Gros, B. (2006). Digital Games in Education: The Design of Game-Based Learning Environments. Journal of Research on Technology in Education, 40, 1–21.
  • Kazimoglu, C., Kiernan, M., Bacon, L., Mackinnon, L. (2012a). Learning Programming at the Computational Thinking Level via Digital Game-Play. Procedia Computer Science, 9, 522–531. DOI:10.1016/j.procs.2012.04.056.
  • Kazimoglu, C., Kiernan, M., Bacon, L., Mackinnon, L. (2012b). A Serious Game for Developing Computational Thinking and Learning Introductory Computer Programming. Procedia – Social and Behavioral Sciences, 47, 1991–1999.
  • Mitchell, A., Savill-Smith, C. (2004). The Use of Computer and Video Games for Learning. A Review of the Literature. London: Learning and Skills Development Agency.
  • Ouahbia, I., Kaddaria, F., Darhmaoui, H. (2015). Learning Basic Programming Concepts by Creating Games With Scratch Programming Environment. Procedia – Social and Behavioral Sciences, 191, 1479–1482. DOI: 10.1016/j.sbspro.2015.04.224.
  • Schunk, D.H. (2012). Learning Theories. An Educational Perspective. Boston: Pearson Education.
  • Stolee, K.T., Fristoe, T. (2011). Expressing Computer Science Concepts Through Kodu Game Lab. SIGCSE ‘11 Proceedings of the 42nd ACM technical symposium on Computer science education, 99–104. DOI: 10.1145/1953163.1953197.
  • Whitton, N. (2010). Learning with Digital Games. A Practical Guide to Engaging Students in Higher Education. New York: Routledge.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-d35cd7f5-5002-4fc4-975c-9eaceebc3e7e
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