Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Integrating parson's programming puzzles into a game-based mobile learning application
University of Eastern Finland, Joensuu, Finland.
University of Eastern Finland, Joensuu, Finland.
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.ORCID iD: 0000-0001-5966-992X
2017 (English)In: Koli Calling '17: Proceedings of the 17th Koli Calling Conference on Computing Education Research, New York: ACM Digital Library, 2017, 158-162 p.Conference paper, Published paper (Refereed)
Abstract [en]

Understanding of elementary programming concepts, logic, and syntax is a vital part of learning to program. Unfortunately, learning programming is found to be difficult and boring, especially for novices. For example, drill type of exercises designed for learning elementary programming can be very tedious, making it hard to motivate learners. This study focused on the development of a mobile application, which integrates puzzle-based Parson's programming exercises into a strategy board game with the aim of facilitating the teaching and learning of programming. With the mobile application, learners play Ayo, a variant of the famous traditional African strategy board game Mancala. In each round of the game, the learners will solve a Parson's puzzle, which consist of small programming tasks where students are required to build programs by drag and drop, selection, indenting and ordering code fragments. The proposed solution of integrating the Parson's puzzles to Ayo game provides a new perspective on how to use mobile devices in programming education. The long-term aim of our work is to create a framework for integrating board games into computing education. The study reported in the article is the first step towards creating the framework.

Place, publisher, year, edition, pages
New York: ACM Digital Library, 2017. 158-162 p.
National Category
Media and Communication Technology
Research subject
Mobile and Pervasive Computing
Identifiers
URN: urn:nbn:se:ltu:diva-66707DOI: 10.1145/3141880.3141882ISBN: 978-1-4503-5301-4 (electronic)OAI: oai:DiVA.org:ltu-66707DiVA: diva2:1159515
Conference
17th Koli Calling International Conference on Computing Education Research, Koli Calling '17, Koli, Finland, 16 - 19 November, 2017
Available from: 2017-11-22 Created: 2017-11-22 Last updated: 2018-01-13Bibliographically approved

Open Access in DiVA

No full text

Other links

Publisher's full text

Search in DiVA

By author/editor
Laine, Teemu H.
By organisation
Computer Science
Media and Communication Technology

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 24 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf