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Investigating Learners’ Behaviours When Interacting with a Programming Microworld
Author(s) -
Fahima Djelil,
Pierre-Alain Müller,
Éric Sanchez
Publication year - 2019
Publication title -
ifip advances in information and communication technology
Language(s) - English
Resource type - Book series
SCImago Journal Rank - 0.189
H-Index - 53
eISSN - 1868-4238
pISSN - 1868-422X
DOI - 10.1007/978-3-030-23513-0_7
Subject(s) - learning analytics , constructive , computer science , perspective (graphical) , metaphor , identification (biology) , analytics , mathematics education , object oriented programming , object (grammar) , human–computer interaction , data science , artificial intelligence , psychology , programming language , botany , biology , philosophy , process (computing) , linguistics
In our attempt to support Object-Oriented Programming (OOP) learning for beginners, we designed a novel microworld called PrOgO. It is based on a three-dimensional (3D) constructive game metaphor for describing OOP basic concepts and their implementation. In this paper, we describe a study about the use of PrOgO by beginners to investigate their behaviours when interacting with the programming microworld. The study is based on the collection, analysis and reporting of data about players (playing analytics). The data analysis allows the identification and the characterisation of different behaviours. From an educational perspective, the expected behaviour has been confirmed for a limited number of students. This enabled us to conclude that the design of the game needs to be improved. In addition, behaviours triggered by most students might have other educational values, which could be confirmed by other similar studies.

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