DocumentCode
1723193
Title
The Effectiveness of Games as Assignments in an Introductory Programming Course
Author
Cliburn, Daniel C.
Author_Institution
Comput. Sci., Hanover Coll., IN
fYear
2006
Firstpage
6
Lastpage
10
Abstract
Computer games are an often cited motivational tool used as assignments in introductory programming courses. This paper presents the results of a study that attempts to quantify the effectiveness of computer games as programming projects over non-games. Students completed five major programming assignments during the semester in an introductory programming course. For each assignment, students were given an option between two programming projects, a game and a non-game. Throughout the term, 78.9% of the assignments submitted by students were the game option. The average grade, however, on game assignments was 89.1%, while the non-game average was 95.1%. In a post-term survey 84% of student respondents answered "yes" to the question, "Did the games provide any extra motivation for you to complete the projects with a high level of quality?" Results suggest that games do indeed provide psychological motivation and increase course enjoyment, even though they may not improve students\´ scores
Keywords
computer games; computer science education; educational courses; human factors; programming; computer game; computer science education; course enjoyment; introductory programming course; programming assignment; programming project; psychological motivation; Computer science; Computer science education; Data encapsulation; Educational institutions; Laboratories; Programming profession; Protocols; Psychology; Software engineering; Software packages; Computer Games; Computer Science Education; Evaluation; Pedagogy; Programming;
fLanguage
English
Publisher
ieee
Conference_Titel
Frontiers in Education Conference, 36th Annual
Conference_Location
San Diego, CA
ISSN
0190-5848
Print_ISBN
1-4244-0256-5
Electronic_ISBN
0190-5848
Type
conf
DOI
10.1109/FIE.2006.322314
Filename
4116908
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