Skip to main content

Advertisement

Log in

An investigation on primary school students’ dispositions towards programming with game-based learning

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

In the modern education system, new technological teaching aids are used to support learning, to increase motivation and adaptation of students. Game-based Learning (GBL) is one of such aids that it can be successfully integrated to improve teaching and learning in diverse courses. In computer science courses, the concept of programming is found confusing and difficult to understand by students. This study is conducted to investigate and analyze the disposition of 5th grade primary school students on programming through a digital game-play. Sixty-three 5th grade primary school students, with little or no programming knowledge, performed various activities through a digital game framework. The study is based on a descriptive survey model and was carried out by using convergent mixed method design for data collection process. The data were collected through quantitative and qualitative approaches consecutively after the students were experimenting on the given digital game-based activity. The findings indicated that digital game-play helped the students to understand the concept of programming and it is observed that students have developed positive disposition towards programming through game-based activities even if they can have preconceptions.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

References

  • Ali, P., Ali, S., & Farag, W. (2014). An Instrument to Measure Math Attitudes of Computer Science Students. International Journal Of Information And Education Technology, 4(5), 459–462. https://doi.org/10.7763/ijiet.2014.v4.450.

  • Asad, K., Tibi, M., & Raiyn, J. (2016). Primary school pupils’ attitudes toward learning programming through visual interactive environments. World Journal of Education, 6, 20–26.

    Article  Google Scholar 

  • Bryman, A. (2006). Integrating quantitative and qualitative research: How is it done? Qualitative Inquiry, 6(1), 97–113.

    Google Scholar 

  • Chao-Fernandez, R., Román-García, S., & Chao-Fernandez, A. (2017). Analysis of the use of ICT through Music Interactive Games as Educational Strategy. Procedia - Social And Behavioral Sciences, 237, 576–580. https://doi.org/10.1016/j.sbspro.2017.02.109.

  • Christensen, R. R. (2002). Effects of technology integration education on the attitudes of teachers and students. Journal of Research on Technology in Education, 3023777(4), 411–433.

    Article  Google Scholar 

  • Cipollone, M., Schifter, C., & Moffat, R. (2014). Minecraft as a creative tool. International Journal of Game-Based Learning, 4(2), 1–14. https://doi.org/10.4018/ijgbl.2014040101.

    Article  Google Scholar 

  • Code.org: What will you create? (2019). Retrieved 24 July 2019, from https://code.org/

  • ComputerScience.Org: Computer Science Before College (2020). Get an Education the World Needs | ComputerScience.Org. Retrieved December 2020, from https://www.computerscience.org/resources/computer-science-before-college/

  • Corral, J. M. R., Balcells, A. C., Estévez, A. M., Moreno, G. J., & Ramos, M. J. F. (2014). A game-based approach to the teaching of object-oriented programming languages. Computers & Education, 73, 83–92.

    Article  Google Scholar 

  • Crenshaw, T. L., Chambers, E. W., & Metcalf, H. (2008). A case study of retention practices at the University of Illinois at Urbana-Champaign. ACM SIGCSE Bulletin, 40(1), 412–416.

    Article  Google Scholar 

  • Creswell, J. W., & Clark, V. L. P. (2011). Designing and conducting mixed methods research. SAGE Publications.

  • Czerkawski, B., & Xu, L. (2012). Computational Thinking and Educational Technology. In Proceedings of EdMedia + Innovate Learning 2012 (pp. 2607–2610). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE).

  • De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game- like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113.

    Article  Google Scholar 

  • Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers & Education, 58(1), 240–249.

    Article  Google Scholar 

  • Desai, M., Hart, J., & Richards, T. (2008). E-learning: Paradigm shift in education. Education, 129(2), 327–334.

    Google Scholar 

  • Dočekal, V., & Tulinská, H. (2015). The impact of technology on education theory. Procedia-Social and Behavioral Sciences, 174, 3765–3771.

    Article  Google Scholar 

  • Du, J., Wimmer, H., & Rada, R. (2016). “Hour of code”: Can it change students’ attitudes toward programming? Journal of Information Technology Education: Innovations in Practice, 15, 52–73.

    Google Scholar 

  • Du, J., Wimmer, H., & Rada, R. (2018). “Hour of code”: A case study. Information Systems Education Journal (ISEDJ), 16(1).

  • Funke, A., Geldreich, K., & Hubwiese, P. (2017). Analysis of scratch projects of an introductory programming course for primary school students. In 2017 IEEE Global Engineering Education Conference (EDUCON) (pp. 1229–1236). https://doi.org/10.1109/EDUCON.2017.7943005.

  • Furió, D., GonzáLez-Gancedo, S., Juan, M.-C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1–23.

    Article  Google Scholar 

  • Airasian, P., & Gay, L. (2000). Educational research: Competencies for analysis and application (6th ed., pp. 18–40). New Jersey: Prentice-Hall, Inc.

  • Giannakoulas, A., & Xinogalos, S. (2018). A pilot study on the effectiveness and acceptance of an educational game for teaching programming concepts to primary school students. Education and Information Technologies, 23, 2029–2052.

    Article  Google Scholar 

  • Gorghiu, G., Gorghiu, L., Brezeanu, I., Suduc, A., & Bîzoi, M. (2012). Promoting the Effective Use of ict in Romanian Primary and Secondary Education - Steps Made in the Frame of Edutic Project. Procedia - Social And Behavioral Sciences, 46, 4136–4140.https://doi.org/10.1016/j.sbspro.2012.06.213.

  • Habgood, M. P. J., Ainsworth S.E., & Benford, S. (2005). Endogenous fantasy and learning in digital games. Simulation and Gaming, 36(4), 483–498.

  • Johnson, R. B., & Onwuegbuzie, A. J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Researcher, 33(7), 14–26. https://doi.org/10.3102/0013189X033007014.

    Article  Google Scholar 

  • Kalelioglu, F., & Gülbahar, Y. (2014) The Effects of Teaching Programming via Scratch on Problem Solving Skills: A Discussion from Learners' Perspective. Informatics in Education, 13(1), 33–50.

  • Karpati, A. (2011). Digital literacy in education. Russia: UNESCO Institute for Information Technologies in Education.

    Google Scholar 

  • Kazimoglu, C., Kiernan, M., Bacon, L., & MacKinnon, L. (2012). Learning programming at the computational thinking level via digital game-play. Procedia Computer Science, 9, 522–531.

    Article  Google Scholar 

  • Keramati, A., Afshari-Mofrad, M., & Kamrani, A. (2011). The role of readiness factors in E-learning outcomes: An empirical study. Computers & Education, 57(3), 1919–1929.

    Article  Google Scholar 

  • Kong, S.-C., & Wang, Y.-Q. (2019). Assessing programming concepts in the visual block-based programming course for primary school students. In R. Ørngreen, M. Buhl, & B. Meyer (Eds.), Proceedings of the 18th European conference on e-learning, ECEL 2019 (pp. 294–302). UK: Academic Conferences and Publishing International.

    Google Scholar 

  • Kong, S.-C., Ming, M. C., & Lai, M. (2018). A study of primary school students’ interest, collaboration attitude, and programming empowerment in computational thinking education. Computers & Education, 127, 178–189.

    Article  Google Scholar 

  • Leng, E. L., Ali, W., & Baki, R. (2010). Computer games development experience and appreciative learning approach for creative process enhancement. Computers& Education, 55(3), 1131–1144.

    Article  Google Scholar 

  • Lindberg, R. S. N., & Laine, T. H. (2018). Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12. Int. J. Serious Game, 5, 3–24.

    Article  Google Scholar 

  • Livingstone, S. (2012). Critical reflections on the benefits of ICT in education. Oxford Review of Education, 38(1), 9–24.

    Article  MathSciNet  Google Scholar 

  • Mikre, F. (2011). The roles of information communication technologies in education: Review article with emphasis to the computer and internet. Ethiopian Journal of Education and Sciences, 6(2), 109–126.

    Google Scholar 

  • Minecraft Hour of Code. (2013), Powered by Amazon Web Services, Retrieved 24 July 2019, from https://code.org/minecraft.

  • Moreno, J. (2012). Digital competition game to improve programming skills. Educational Technology & Society, 15(3), 288–297.

    Google Scholar 

  • Muratet, M., et al. (2009). Towards a serious game to help students learn computer programming. International Journal of Computer Games Technology, 3(2), 1–13.

    Article  Google Scholar 

  • Nassaji, H. (2015). Qualitative and descriptive research: Data type versus data analysis. Language Teaching Research, 19(2), 129–132.

    Article  Google Scholar 

  • Ng, E., Yuen, R., & Leung, W. (2013). Ready for 21st-century Education – Pre-service Music Teachers Embracing ICT to Foster Student-centered Learning. Procedia - Social And Behavioral Sciences, 73, 240–245. https://doi.org/10.1016/j.sbspro.2013.02.047.

  • Okal, G., Yildirim, B., & Timur, S. (2020). The effect of coding education on 5th, 6th and 7th grade Students' programming self-efficacy and attitudes about technology. Educational Policy Analysis and Strategic Research., 15(2), 143–165.

    Article  Google Scholar 

  • Ouahbi, I., Kaddari, F., Darhmaoui, H., Elachqar, A., & Lahmine, S. (2015). Learning basic programming concepts by creating games with scratch programming environment. Procedia-Social and Behavioral Sciences, 191, 1479–1482.

    Article  Google Scholar 

  • Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education:Impact on educational effectiveness and student motivationa. Computers and Education, 52(1), 1–12.

  • Passey, D. (2017). Computer science (CS) in the compulsory education curriculum: Implications for future research. Education and Information Technologies, 22, 421–443.

    Article  Google Scholar 

  • Petrov, A. (2014). Using Minecraft in education: A qualitative study on benefits and challenges of game-based education. Collections in Master of Teaching Research Projects: University of Toronto.

    Google Scholar 

  • Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., & Kafai, Y. (2009). Scratch programming for all. Communications of the ACM, 52(11), 60–67.

    Article  Google Scholar 

  • Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), 559–578.

    Article  Google Scholar 

  • Romero, M. (2015). Work, games and lifelong learning in the 21st century. Procedia-Social and Behavioral Sciences, 174, 115–121.

    Article  Google Scholar 

  • Rubio, M. A., Romero-Zaliz, R., Mañoso, C., & Madrid, A. P. (2015). Closing the gender gap in an introductory programming course. Computers & Education, 82, 409–420.

    Article  Google Scholar 

  • Sáez-López, J. M., Miller, J., Vázquez-Cano, E., & Domínguez-Garrido, M. C. (2015). Exploring application, attitudes and integration of video games: MinecraftEdu in middle school. Educational Technology & Society, 18(3), 114–128.

    Google Scholar 

  • Sáez-López, J.-M., Román-González, M., & Vázquez-Cano, E. (2016). Visual programming languages integrated across the curriculum in elementary school: A two-year case study using “scratch” in five schools. Computers & Education, 97, 129–141.

    Article  Google Scholar 

  • Saito, D., Washizaki, H., & Fukazawa, Y. (2016). ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE ‘16) (p. 354). New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/2899415.2925477.

  • Seng, W. Y., & Yatim, M. H. M. (2014). Computer game as learning and teaching tool for object-oriented programming in higher education institution. Procedia-Social and Behavioral Sciences, 123, 215–224.

    Article  Google Scholar 

  • Smeets, E. (2005). Does ICT contribute to powerful learning environments in primary education? Computers & Education, 44(3), 343–355.

    Article  Google Scholar 

  • Soflano, M., Connolly, T. M., & Hainey, T. (2015). An application of adaptive games-based learning based on learning style to teach SQL. Computers& Education, 86, 192–211.

    Article  Google Scholar 

  • Soykan, F., & Kanbul, S. (2018). Analysing k12 students’ self-efficacy regarding coding education. TEM Journal, 7, 182–187.

    Google Scholar 

  • Sun, J. (2011). Human choice between computerized and traditional methods: Assessing tool readiness from the activity perspective. Computers in Human Behavior, 27(1), 391–401.

    Article  Google Scholar 

  • Sutton, B (2013). The effects of technology in society and education. Master’s Thesis, State University of New York, USA, Retrieved December 2020, https://digitalcommons.brockport.edu/cgi/viewcontent.cgi?referer=https://www.google.com.sa/&httpsredir=1&article=1196&context=ehd_theses

  • Tochukwu, I. U., & Hocanın, F. T. (2017). Awareness of students on the usefulness of ICT tools in education: Case of EMU. IOSR Journal of Research & Method in Education, 7(2), 96–106.

    Google Scholar 

  • Tuparova, D., Kaseva, M., & Tuparov, G. (2014). Development of key competences through ICT in primary school. Procedia - Social and Behavioral Sciences., 116, 2952–2956.

    Article  Google Scholar 

  • Ucus, S. (2015). Elementary school teachers’ views on game-based learning as a teaching method. Procedia-Social and Behavioral Sciences, 186, 401–409.

    Article  Google Scholar 

  • Watson, D. (2006). Understanding the relationship between ICT and education means exploring innovation and change. Education and Information Technologies, Springer, 11, 119–216.

    Google Scholar 

  • Webb, M., et al. (2017). Computer science in the school curriculum: Issues and challenges, in: Tatnall a., Webb M. (eds) Tomorrow's learning: Involving everyone. Learning with and about technologies and computing. WCCE 2017. IFIP Advances in Information and Communication Technology, Springer, Cham, 515, 421–431.

    Article  Google Scholar 

  • Wing, J. (2006). Computational thinking. Communications of the ACM, 49(3), 33–35. https://doi.org/10.1145/1118178.1118215.

  • Wong, G.K., Cheung, H., Ching, E.C., & Huen, J. (2015). School perceptions of coding education in K-12: A large scale quantitative study to inform innovative practices. IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), 5–10. https://doi.org/10.1109/TALE2015.7386007.

  • Wu, W., Chang, C., & He, Y. (2010). Using Scratch as game-based learning tool to reduce learning anxiety in programming course. Global Learn, 1845–1852.

  • Zorn, C., Wingrave, C. A., Charbonneau, E., & LaViola Jr, J. J. (2013). Exploring Minecraft as a conduit for increasing interest in programming. In Proceedings of the International Conference on the Foundations of Digital Games (FDG2013) ( 352–359). New York, NY: ACM.

Download references

Availability of data and material (data transparency)

The authors declare that the data supporting the findings of this study are available.

Author information

Authors and Affiliations

Authors

Contributions

(optional: please review the submission guidelines from the journal whether statements are mandatory)

The submission guidelines reviewed.

Corresponding author

Correspondence to Fatma TANSU HOCANIN.

Ethics declarations

Conflicts of interest/competing interests

The authors declare that they have no conflict of interest.

Ethics approval

The questionnaire and methodology for this study was approved by the Ethics Committee of the Eastern Mediterranean University and Turkish Republic of Northern Cyprus (TRNC) Ministry of National Education (Approval number: İÖD.0.00–35/2016/1B).

Consent to participate

Informed consent was obtained from legal guardians.

Consent to publish

Not applicable

Code availability (software application or custom code)

Not applicable

Additional information

Publisher’s note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

DEMİRKIRAN, M.C., TANSU HOCANIN, F. An investigation on primary school students’ dispositions towards programming with game-based learning. Educ Inf Technol 26, 3871–3892 (2021). https://doi.org/10.1007/s10639-021-10430-5

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10639-021-10430-5

Keywords

Navigation