The effectiveness of learning Object-Oriented Programming concepts through role playing game among undegraduate students
<p>This research aims to examine the effectiveness of learning the concept of Object</p><p>Oriented Programming (OOP) through role-playing games among undergraduate students. A</p><p>framework on game-based learning (GBL) has been...
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<p>This research aims to examine the effectiveness of learning the concept of Object</p><p>Oriented Programming (OOP) through role-playing games among undergraduate students. A</p><p>framework on game-based learning (GBL) has been developed and a variety of platform games</p><p>(computer-based and mobile) titled Odyssey of Phoenix have been developed. The development of this</p><p>game has combined the concept of constructive alignment and design of game elements with</p><p>appropriate OOP learning content. A total of nine experts were involved in the validity of game</p><p>design and validity of learning content with each having more than five years of experience. A</p><p>pilot test was conducted involving 20 students. This study uses a quantitative approach</p><p>through quasi- experimental pre-test and post-test involving a randomly selected sample of 214</p><p>first year undergraduate students in computer science from three institutions of higher</p><p>learning in Malaysia. A total of 107 people were placed as treatment groups and a total of 107</p><p>people were placed as control groups. Data were analyzed using parametric inference</p><p>statistics such as t-test and variance analysis to test the hypothesis. The t-test results showed</p><p>that the mean score was high for the treatment group which was 7.36 (M=0.657, SD=9.295) </p><p>compared to the control group (M=0.731, SD=8.833), t(107)=0.025, p=.0001). The </p><p>results of the variance analysis showed that the effectiveness of student performance</p><p>was significant (F=17.6241, p<0.05) for the entire OOP topic. From the score analysis, the mean for</p><p>the pre-test of the control group was 17.89 while the post-test was 18.61 (difference: 0.72). The mean for the pre-treatment group test</p><p>was 19.36 while the post-test was 21.99 (difference: 2.63). The results of the scores showed that</p><p>the performance of the treatment group was better than that of the control group on the overall</p><p>understanding of the topic. In conclusion, GBL using multi- platform games is found to be</p><p>very effective as a learning material for a better understanding in learning the concept of</p><p>OOP. This study implies that the continuous use of GBL can increase its effectiveness in teaching</p><p>and learning the concept of OOP as a basis before studying the advanced topics of the OOP paradigm.</p><p></p> |
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The effectiveness of learning Object-Oriented Programming concepts through role playing game among undegraduate students |
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The effectiveness of learning Object-Oriented Programming concepts through role playing game among undegraduate students |
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effectiveness of learning object-oriented programming concepts through role playing game among undegraduate students |
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oai:ir.upsi.edu.my:71542022-06-14 The effectiveness of learning Object-Oriented Programming concepts through role playing game among undegraduate students 2020 Wong, Yoke Seng <p>This research aims to examine the effectiveness of learning the concept of Object</p><p>Oriented Programming (OOP) through role-playing games among undergraduate students. A</p><p>framework on game-based learning (GBL) has been developed and a variety of platform games</p><p>(computer-based and mobile) titled Odyssey of Phoenix have been developed. The development of this</p><p>game has combined the concept of constructive alignment and design of game elements with</p><p>appropriate OOP learning content. A total of nine experts were involved in the validity of game</p><p>design and validity of learning content with each having more than five years of experience. A</p><p>pilot test was conducted involving 20 students. This study uses a quantitative approach</p><p>through quasi- experimental pre-test and post-test involving a randomly selected sample of 214</p><p>first year undergraduate students in computer science from three institutions of higher</p><p>learning in Malaysia. A total of 107 people were placed as treatment groups and a total of 107</p><p>people were placed as control groups. Data were analyzed using parametric inference</p><p>statistics such as t-test and variance analysis to test the hypothesis. The t-test results showed</p><p>that the mean score was high for the treatment group which was 7.36 (M=0.657, SD=9.295) </p><p>compared to the control group (M=0.731, SD=8.833), t(107)=0.025, p=.0001). The </p><p>results of the variance analysis showed that the effectiveness of student performance</p><p>was significant (F=17.6241, p<0.05) for the entire OOP topic. From the score analysis, the mean for</p><p>the pre-test of the control group was 17.89 while the post-test was 18.61 (difference: 0.72). The mean for the pre-treatment group test</p><p>was 19.36 while the post-test was 21.99 (difference: 2.63). The results of the scores showed that</p><p>the performance of the treatment group was better than that of the control group on the overall</p><p>understanding of the topic. In conclusion, GBL using multi- platform games is found to be</p><p>very effective as a learning material for a better understanding in learning the concept of</p><p>OOP. This study implies that the continuous use of GBL can increase its effectiveness in teaching</p><p>and learning the concept of OOP as a basis before studying the advanced topics of the OOP paradigm.</p><p></p> 2020 thesis https://ir.upsi.edu.my/detailsg.php?det=7154 https://ir.upsi.edu.my/detailsg.php?det=7154 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Seni, Komputeran dan Industri Kreatif <p>Abbasi, Suhni, Kazi, Hameedullah, & Khowaja, Kamran. (2017). A Systematic Review of</p><p>Learning Object Oriented Programming through Serious Games and Programming Approaches. Paper</p><p>presented at the Engineering Technologies and Applied Sciences (ICETAS), 2017 4th IEEE</p><p>International Conference</p><p></p><p>Agha, Riaz A., & Fowler, Alexander J. (2015). The Role and Validity of Surgical Simulation.</p><p>International surgery, 100(2), 350-357. doi: 10.9738/INTSURG-D-14-00004.1</p><p></p><p>Aha, David W, Molineaux, Matthew, & Ponsen, Marc. (2005). 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