The Application of an Unplugged and Low-Cost Children's Coding Education Tool in a Gamification Context.
Coding education has become a compulsory course for cultivating children's computational thinking, and its tools in a gamification context can further enhance children's learning enthusiasm. Through the literature review, the researchers identified gamification, unplugging, and low cost as important...
| Published in: | Pertanika Journal of Social Sciences & Humanities Vol. 32; no. 2; pp. 387 - 408 |
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| Main Authors: | , , |
| Format: | Article |
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Universiti Putra Malaysia
Jun2024
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=178373928&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 178373928 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 01287702 TKQ jtl: Pertanika Journal of Social Sciences & Humanities issn: 01287702 maglogo: N pubinfo: dt: Jun2024 vid: 32 iid: 2 pid: 20751 pub: Universiti Putra Malaysia artinfo: ui: 178373928 10.47836/pjssh.32.2.03 ppf: 387 ppct: 21 formats: fmt: @attributes: type: P size: 4.2MB tig: atl: The Application of an Unplugged and Low-Cost Children's Coding Education Tool in a Gamification Context. aug: au: Lei Wang Miao Huang Ismail@Kamal, Julina affil: School of Animation and Digital Arts, Communication University of China, Nanjing, 211172 Jiangning University City, Nanjing, China School of the Arts, Universiti Sains Malaysia, 11800 Gelugor, Penang, Malaysia su: Gamification Computer programming education Educational technology School environment Student-centered learning sug: subj: Gamification Computer programming education Educational technology School environment Student-centered learning keyword: Coding education gamification low-cost reward role-playing unplugged ab: Coding education has become a compulsory course for cultivating children's computational thinking, and its tools in a gamification context can further enhance children's learning enthusiasm. Through the literature review, the researchers identified gamification, unplugging, and low cost as important design requirements for children's coding education tools. In order to verify the effectiveness of teaching design, this study specially developed a gamified coding education tool, "Coding Adventure," which allows child learners to take on gamified roles in real-life scenarios and use instruction cards to complete tasks. While testing the prototype in the on-site teaching environment, the researchers invited 12 kindergarten and elementary school teachers to observe the testing process. Then, they formed a focus group discussion to obtain their feedback on the education tool using MAXQDA software for qualitative analysis. According to the results, teacher participants generally recognize the design concepts of gamification, unplugging, and low-cost, and believe that role-playing and rewards in gamification, as well as the use of safe and simple materials to match the existing teaching environment of the school, are successful design innovations. In addition, gamified storytelling has also been proven to enhance students' team communication using this prototype. Overall, this study proves the effectiveness of the design concepts of gamification, unplugged and low cost on the perceived usefulness and ease of use of the coding education tool system under the Technology Acceptance Model theory framework. These studentcentered design concepts will provide valuable experience for the further development of unplugged coding education tools. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Pertanika Journal of Social Sciences & Humanities is the property of Universiti Putra Malaysia and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Pertanika Journal of Social Sciences & Humanities holder: Universiti Putra Malaysia dt: @attributes: year: 2024 holdings: @attributes: islocal: N |
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