Research

Learning Programming Using Python: The Case of the DigiWorld Educational Game

Learning Programming Using Python: The Case of the DigiWorld Educational Game

Learning Programming Using Python: The Case of the DigiWorld Educational Game

Learning Programming Using Python: The Case of the DigiWorld Educational Game

By O. Dallas and A Gogoulou

Abstract

“Constructivist approaches have been demonstrated to contribute effectively to learning programming concepts. Game-based learning offers a novel and productive constructivist approach in this direction. Unfortunately, there is a lack of available educational games in the Greek language for teaching and learning programming using a programming language, especially Python. This paper describes the design and implementation of an educational game designed to teach programming through Python at an introductory level in the context of Greek upper secondary education. The game uses the Ren’Py visual novel creation toolbox, digital storytelling techniques and focuses on the narrative and the basic tenets of game-based learning to create a state of flow instead of simple gamification techniques. The outcome is a fully developed educational game, titled “DigiWorld”, which can be used in the classroom as an educational tool, as well as in non-formal and informal education. The results of the preliminary evaluation are encouraging regarding the motivation and user’s engagement as well as the educational approach followed through the challenges and feats designed.”

Reference

Dallas, O., & Gogoulou, A. (2022, February). Learning programming using Python: The case of the DigiWorld educational game. Retrieved April 20, 2022, from https://ej-eng.org/index.php/ejeng/article/view/2750

Keywords

Educational games, game-based learning, Python, secondary education, learning programming research