Studying the Effectiveness of Games as an Extracurricular Activity in a Higher Education Programming Course
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DOI:
10.1002/cae.70000
Publication Date:
2025-02-03T05:38:44Z
AUTHORS (5)
ABSTRACT
ABSTRACT Higher Education programming courses usually present high levels of student failure and drop‐out rates. Given this context, the use educational video games is proposed as a strategy to increase students' motivation engagement, thus helping diminish such However, there lack empirical studies examining effects, especially when they are outside formal curriculum (i.e., extracurricular) students enrolled in different bachelors. This paper presents cross‐sectional study following between‐subjects design with 315 (168 assigned experimental condition, 147 control condition) one bachelors: B.S. Computer Science (where core subject), Statistics it not). The spanned two consecutive academic years. outcomes were evaluated through pre‐/post‐test schema comparison final course results measure effect on learning (objective assessment) survey get perceptions (subjective assessment). In addition, level participation was analyzed compared between bachelors, considering optional nature activity. Results show statistically significant differences condition those group, without clear Bachelors (the positive for both). subjective assessment participation, also positive, but, case, bachelors have been observed. These suggest its potential applicability other Engineering courses.
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