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Coding peekaboom: a gaming mechanism for harvesting programming concepts
There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ fro...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9530413/ https://www.ncbi.nlm.nih.gov/pubmed/36210910 http://dx.doi.org/10.1007/s10639-022-11337-5 |
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author | Lin, Yi-Ling Chien, Shih-Yi Su, Wei-Cheng Hsiao, Sharon Ihan |
author_facet | Lin, Yi-Ling Chien, Shih-Yi Su, Wei-Cheng Hsiao, Sharon Ihan |
author_sort | Lin, Yi-Ling |
collection | PubMed |
description | There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention, answers for programming languages may not be found just by simple text information retrieval. To address this issue, Coding Peekaboom, a game-based tagging was developed to help adequately index the critical concepts of a code segment. An EEG device was applied to measure participants’ mental states to identify their engagement during the gameplay. Study results include the effectiveness of appropriate concepts collected by participants whereas 47.15 concepts were collected on average in a game. The brainwave analysis and the questionnaire results reveal that participants were highly engaged in the tagging task via Coding Peekaboom. Correlations were found between the state of flow and the number of concepts selected, score, and time. Finally, the results of the flow theory and personal traits were reported to reflect the user experiences in the game. |
format | Online Article Text |
id | pubmed-9530413 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-95304132022-10-04 Coding peekaboom: a gaming mechanism for harvesting programming concepts Lin, Yi-Ling Chien, Shih-Yi Su, Wei-Cheng Hsiao, Sharon Ihan Educ Inf Technol (Dordr) Article There are plentiful online programming resources that enable learners to develop an understanding of conceptual knowledge and practical implementation. However, learners, especially novices, often experience difficulties locating the required information to solve the programming problems. Differ from natural language in syntax and convention, answers for programming languages may not be found just by simple text information retrieval. To address this issue, Coding Peekaboom, a game-based tagging was developed to help adequately index the critical concepts of a code segment. An EEG device was applied to measure participants’ mental states to identify their engagement during the gameplay. Study results include the effectiveness of appropriate concepts collected by participants whereas 47.15 concepts were collected on average in a game. The brainwave analysis and the questionnaire results reveal that participants were highly engaged in the tagging task via Coding Peekaboom. Correlations were found between the state of flow and the number of concepts selected, score, and time. Finally, the results of the flow theory and personal traits were reported to reflect the user experiences in the game. Springer US 2022-10-04 2023 /pmc/articles/PMC9530413/ /pubmed/36210910 http://dx.doi.org/10.1007/s10639-022-11337-5 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Lin, Yi-Ling Chien, Shih-Yi Su, Wei-Cheng Hsiao, Sharon Ihan Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title | Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title_full | Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title_fullStr | Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title_full_unstemmed | Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title_short | Coding peekaboom: a gaming mechanism for harvesting programming concepts |
title_sort | coding peekaboom: a gaming mechanism for harvesting programming concepts |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9530413/ https://www.ncbi.nlm.nih.gov/pubmed/36210910 http://dx.doi.org/10.1007/s10639-022-11337-5 |
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