Learning Java through a Game
Kein Vorschaubild vorhanden
Autor:innen
Autor:in (Körperschaft)
Publikationsdatum
2022
Typ der Arbeit
Master
Studiengang
Sammlung
Typ
11 - Studentische Arbeit
Herausgeber:innen
Herausgeber:in (Körperschaft)
Betreuer:in
Übergeordnetes Werk
Themenheft
DOI der Originalpublikation
Link
Reihe / Serie
Reihennummer
Jahrgang / Band
Ausgabe / Nummer
Seiten / Dauer
Patentnummer
Verlag / Herausgebende Institution
Hochschule für Wirtschaft FHNW
Verlagsort / Veranstaltungsort
Olten
Auflage
Version
Programmiersprache
Abtretungsempfänger:in
Praxispartner:in/Auftraggeber:in
Zusammenfassung
Students studying business information technology at a university have a wide choice of learning options, such as videos, reading literature, learning by solving exercises, taking online teaching courses or attending the class. However, few publications describe the effect of using learning games in tertiary education. That is why the topic of learning games in a university setting will be investigated in this thesis. Java is a programming language which will continue to play an important role in software development education in 2022 and beyond. This thesis investigates the effectiveness of game-based learning when it comes to perceived learning effects as seen by the students who are taught Java in a beginner programming course. For this purpose, existing games have been evaluated and a suitable game has been adapted to the learning content of the FHNW Programming 1 course. Our work investigated whether the students find the use of a game motivating and whether they liked it. The evaluation was based on the MEEGA+ method, which examines these aspects by means of a survey. The results can be used further at the FHNW and by other universities in the field of business information technology. The experiment shows that students liked the game prototype. The students enjoyed playing the game and stated that it helped them understand the learning content. They rated the game as an efficient and effective learning method, and many preferred it to more traditional learning methods.
Schlagwörter
Fachgebiet (DDC)
330 - Wirtschaft
Veranstaltung
Startdatum der Ausstellung
Enddatum der Ausstellung
Startdatum der Konferenz
Enddatum der Konferenz
Datum der letzten Prüfung
ISBN
ISSN
Sprache
Englisch
Während FHNW Zugehörigkeit erstellt
Ja
Zukunftsfelder FHNW
Publikationsstatus
Begutachtung
Open Access-Status
Lizenz
Zitation
SPADOLA, Alessandro, 2022. Learning Java through a Game. Olten: Hochschule für Wirtschaft FHNW. Verfügbar unter: https://irf.fhnw.ch/handle/11654/48673