Jurnal RPL 2
Jurnal RPL 2
A R T I C L E I N F O A B S T R A C T
Keywords: Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher
Formative assessment Education (HE) level. With the advancement of games technology there is an increasing opportunity for edu
Revision cators to provide innovative assessment tools for students on their courses which are highly immersive and
Computer game
graphically indicative of the times. This could potentially be in a supplementary capacity or to a greater extent
Serious game
Evaluation
inextricably linked to the learning outcomes and assessment outcomes. Notably serious games and Games-Based
Programming education Learning (GBL) have received high levels of attention from educationalists due to being motivational, novel
learning approaches. This paper will outline two empirical studies conducted to develop a game to teach pro
gramming at HE level. The first study will gauge the acceptability of a computer game for teaching programming
and formulating content integration development requirements. The second study will outline the evaluation of
the developed game being placed in a module as a formative assessment tool to assist learners to revise for their
formal class test. Study one showed that acceptability of the game was high with 61 participants completing an
acceptability/content integration questionnaire. The game was designed to consolidate knowledge on rudi
mentary and advanced programming concepts, data structures and algorithms. 48 participants evaluated the
game in study two with the results generally indicating that they enjoyed playing the game as a revision
alternative with 14% of participants rating it as very effective and 51% of participants as effective for allowing
them to prepare for their class test. The majority of participants also believed that games could be utilised in a
formative and summative assessment capacity on courses for independent study.
1. Introduction Boyle, & Wilson, 2016). There is however a lack of specific empirical
evidence in the serious games field in terms of game types/genres being
Computer Programming is a fundamental skill across many applied to different groups requiring particular pedagogical content
Computing Programmes at HE including: Computer Science, Software (Hays, 2005). Serious games are a potential solution to some of these
Engineering and Computer Games Development/Technology. Pro issues as they are regarded as a new innovative teaching approach
gramming is a highly useful skill that can lead to a very rewarding capable of engaging learners and revitalising interest in a difficult field
career, but two problematic issues exist: Firstly, programming is of study via immersive experiential learning. It has been noted that
perceived as a difficult, challenging skill to learn where lifetime devel research is lacking in terms of how computer games are used in teaching
opment and commitment is required taking almost a decade to turn a with regards to acceptance by learners and specifics regarding referred
novice programmer into an expert. Secondly, programming courses curricula and pedagogical content in terms of content integration
have some of the highest dropout rates where it is suggested that (Backland & Hendrix, 2013). Integration of content and a lack of
traditional teaching approaches such as lecturing, role-playing, lab tu development frameworks and models is a challenge for serious
torials and paper-based case-studies are not sufficiently effective in games/GBL in terms of validity. Nevertheless, educational institutions
suitably preparing graduates for employment. Serious games have been are encouraged to utilise novel, innovative, technological approaches to
empirically evaluated qualitatively or quantitatively in several areas engage learners, enhance the educational experience and improve
including: business, computing, social issues and health (Boyle et al., retention and pedagogical effectiveness.
2016; Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012) at various The academic literature has many examples of games for the pur
levels of education including Primary Education (Hainey, Connolly, poses of teaching programming with a large number of GBL applications
* Corresponding author.
E-mail address: [Link]@[Link] (T. Hainey).
[Link]
Received 3 October 2023; Received in revised form 3 February 2024; Accepted 18 March 2024
Available online 18 April 2024
2949-6780/Crown Copyright © 2024 Published by Elsevier Ltd. This is an open access article under the CC BY license ([Link]
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
and games for the purposes of teaching aspects of Computer Science and Universities having a range of learners with vastly different previous
Software Engineering. A rich and diverse collection of games exist knowledge and experience. One additional problem is that traditional
including board games (Jordaan, 2018), online interactive tools (Ber teaching approaches such as lecturing, practical labs, paper-based
kling & Thomas, 2013), mobile phone applications (Boticki, Barisic, course works and role playing may not be sufficient to cater for every
Martin, & Drljevic, 2012), console games (Morsi, Richards, & Rizvi, type of learner in terms of preparation for careers in the computer
2010), multiplayer online games (Xiao & Miller, 2014), games-based games/software industry. The Scottish Government (2016) published a
construction environments (Doss, Juarez, Vincent, Doerschuk, & Liu, digital and learning teaching strategy report with the objectives of
2011), PC games (Connolly, Stansfield, & Hainey, 2007), collaborative ensuring the consideration of digital technology in curriculum and
or competitive gamification approaches (Sheth, Bell, & Kaiser, 2013), assessment delivery areas and to drive innovation in digital technology
games in collaborative virtual environments such as Second Life (Yap, for learning and teaching. Additionally, the Scottish Qualifications Au
2011) and MMORPGs (Malliarakis, Satratzemi, & Xinogalos, 2014). thority (SQA) (2018) published a report written by young people across
While many of the games that are customised and specially imple Scotland setting out ideas and recommendations on the future of how
mented for teaching a highly specific topic, there are examples of assessment of qualifications take place where an identified key theme
extremely popular commercial games being adapted and utilised for was involving learners in the design of assessment and assessment sys
teaching. For example: Super Mario Brothers to teach AVL Trees, rota tems. Lecturers are therefore encouraged at tertiary education level to
tions, balancing, searching, insertion and deletion of nodes (Wassila & use innovative digital technologies in teaching, learning and assessment
Tahar, 2012) and Bomberman for teaching procedural programming in C in the hope of improving student retention, engagement, pedagogical
(Chang, Chou, & Chen, 2010). While games in the literature cover a effectiveness and to maintain excellent and contemporary professional
broad and diverse range of topics in software engineering and computer practice. This study will investigate the acceptability and design stages
science. Some of the games specifically relating to programming edu of integration of games-based learning (GBL) or serious games (a
cation covered the following topics: particularly interactive digital technology) into a HE context for com
puter programming education. The study will produce a framework to
• Object Oriented Programming Concepts - classes, inheritance and address the issues of integrating a computer game for programming
polymorphism (Lotfi & Mohammed, 2018; Alhazbi & Ismail, 2010; education into a real classroom context. This will be formulated by
Wong, Yatim, & Tan, 2015; Malliarakis et al., 2014). taking into account the problems associated with programming educa
• Syntax, data types and algorithm design, variables, if-statements and tion and other applications that have been developed to address move
loops (Anderson & McLoughlin, 2007; Masso & Grace, 2011; Mal motivational learning utilising games and novel approaches. The re
liarakis et al., 2014). quirements for the application will be derived from a survey method
• Sequence, selection, iteration and functions/methods (Cagin, 2013; ology and the existing academic literature. A game will then be designed
Law, 2012) and developed from the first survey study and will be evaluated in a
• Programming logic and simple coding (Chang, 2010; Jiau, Chen, & classroom setting in an HE programming class to ascertain if it can be a
SSu, 2009; Finkelstein, Nickel, Harrison, Suma, & Barnes, 2009). useful formative assessment tool in a supplementary learning capacity.
• Algorithms and data structures (Browne & Anand, 2013; Chaffin,
Doran, Hicks, & Barnes, 2009; Lawrence, 2004; Shabana & Chen, 2. Research rationale, questions, methodologies and
2009; Wei, Chen, & Doong, 2009). developmental design
• Debugging code (Deitz & Buy, 2016; Miljanovic & Bradbury, 2017).
• Software and code visualisation (Marques, Levitt, & Nixon, 2012). 2.1. Research rationale
• Pointers (Karapinar, Zavarak, Senturk, Kara, & Erdogmus, 2012).
• Array and multi-dimensional array visualisation (Baker, Zhang, & University computing courses generally have at least one or perhaps
Caldwell, 2012). more programming modules and students tend to find these modules to
• Decomposition of complex programming tasks (Khenissi, Essalmi, & be challenging as programming has a reputation of being a difficult skill
Jemni, 2013). to learn. Year 1 and 2 of computing courses at university have the
highest levels of attrition (Chaffin et al., 2009; Jantan & Aljunid, 2012)
There are examples of a number of game-based construction and GBL with computer programming courses being a major contributory factor.
applications for the purposes of teaching programming indicating great Learners can struggle to grasp the most basic of programming concepts
graphical diversity and fidelity. Malliarakis et al. (2014) performed a and skills (Deitz and Buy (2016, p. 37). In an attempt to address this, this
review of a number of games including Catacombs (a 3D multiplayer study is a preliminary step in attempting to design and integrate a novel
game to teach variable declaration, nested conditionals, structures and digital teaching approach into a computer programming course based on
loops), Saving Sera (a 2D game to teach control structures and recur user acceptability and requirements at HE level and will be of interest to
sion), EleMental (a 3D game to teach recursion), Gidget (a web-based the following parties for the following reasons:
game to teach algorithm design and analysis) and Wu’s Castle (a 2D
game for teaching loops, arrays and parameters). Vahldick, Mendes, and • Educationalists in general as a framework will be presented on
Marcelino (2014) in their review of games to improve introductory integration of a new novel teaching and learning approach taking
computer programming competencies identified 40 games categorising into account content and assessment integration.
them based on the following criteria: type, platform, competence, topics • Computer scientists as the study investigates computer programming
and language. specifically identifying problematic areas of learning and where a
Teaching practical computer programming concepts in Higher Edu digital technology can be best applied for these areas.
cation (HE) can be a very challenging task for educationalists. There is a • GBL and serious game researchers as empirical evidence will be
diverse range of learners with regards to proficiency, confidence and presented in a practical application in terms of ascertaining re
programming experience. These learners can come from Secondary quirements from learners and evaluating the serious game in terms of
Education (SE), Further Education (FE) institutions, be international or learning effectiveness.
mature learners. This problem is exacerbated by increasing pressures • Government and educational authorities specifically the Scottish
placed on universities in Scotland to move articulation levels from 49% Government and the Scottish Qualifications Authority (SQA) as the
to 75% in the next decade (Scottish Funding Council, 2016) meaning study will base the requirements for the GBL application on learner
that students can gain access to realistically the first 3 years of HE from a preferences.
college level route. This can lead to computer programming classes at
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
• Higher Education Institutions (HEIs) can use this study as a peda learners, what particular concepts the learners would like to see inte
gogical blueprint for the integration of GBL into computer pro grated into that game and what type of game should be produced in
gramming education and to guide the incorporation of digital terms of genre, platform, and graphical fidelity. To answer these ques
technologies into other courses potentially. tions, the most efficient method to obtain a large amount of data from
the participants was a survey/questionnaire methodology to perform
This paper will outline the full development cycle of a game to teach numerical analysis for potentially more generalizable results.
programming consisting of two empirical studies. Study one will gauge Research question 6 is attempting to ascertain the effectiveness of a
overall acceptability of a programming game and identify content and serious game for teaching programming concepts and to answer the
general requirements. Study two will allow participants to utilise the question of whether it can be used as a formative assessment mecha
game as a formative assessment tool and evaluate the game ascertaining nism/tool in Higher Education. It was decided that an experimental
if it can be an effective formative assessment supplementary tool at HE post-test design would be utilised with non-parametric statistical tests
level. being utilised.
The objectives of the study are the following: This is primarily a quantitative research study with a positivist
paradigm being adopted due to the researchers Computer Science and
• Perform a literature review to ascertain what empirical evidence research background. The research questions and the selected method
exists associated with serious games and programming education ologies for answering each research question are listed below.
and also to identify problems associated with traditional teaching
approaches for programming.
2.4. Research methodologies
• Perform a survey (empirical study 1) to ascertain if a serious game for
programming education will be accepted in a HE setting, what
Research question 1, 2 and 3 will be answered utilising archival
particular aspects of programming that students find to be difficult,
research using the following search terms: (“computer games” OR “video
what aspects of programming would be best to incorporate into a
games” OR “serious games” OR “simulation games” OR “games-based
serious game and what format and type of game would be more
learning” OR “online games” OR “MMOG” OR “MMORPG” OR “Virtual”
suitable to implement.
OR “Augmented”) AND (“program*” OR coding OR “computer science”)
• Utilise empirical study one and the literature to formulate a frame
The following relevant electronic databases were searched: ACM,
work for content integration for programming education games and
EBSCO (including CINAHL Complete, eBook Collection, Education
directly integrate the pedagogical content into the game.
Source, Library, Information Science& Technology Abstracts, Psy
• Develop a game with the programming content integrated into a
cARTICLES, PsycBooks, Psychology and Behavioural Sciences Collec
gamified environment.
tion, SocINDEX), Ethos, IEEE, IngentaConnect, ScienceDirect and Web
• Perform an intervention, post-test experiment (empirical study 2) to
of Science and SpringerLink and the grey literature. There has been a
ascertain if the developed serious game can be utilised as a formative
near exponential increase in the publication of GBL studies over the past
or summative assessment tool in a programming class in HE.
five years, so it was necessary to limit the search to titles of papers and
abstracts when cross referencing the search terms. As a result, the
2.2. Research questions
number of papers found in each search engine are displayed in Table 1.
The papers were then identified, screened, considered for eligibility
This paper has the following research questions:
and then included in the final analysis utilising a preliminary PRISMA
methodology shown in Fig. 1. (see Fig. 2)
Research Question 1: What are the main problems associated with
Research question 4 and 5 will utilise the questionnaire methodology
traditional programming teaching approaches?
to reach a wide and diverse range of participants in an efficient cost
Research Question 2: How have computer games been used for the
effective manner. The questionnaire was constructed utilising a number
purposes of teaching computer programming in the past?
of open-ended, close-ended and matrix questions utilising appropriate
Research Question 3: What issues are identified in terms of pedagog
academic guidelines (Blair, Czaja, & Blair, 2013) and modelled on a
ical content integration for computer games teaching programming? What
previous questionnaire produced to establish the motivations for playing
existing frameworks (if any) are there?
computer games (Hainey, Connolly, Stansfield, & Boyle, 2011b). The
Research Question 4: To what extent will a GBL approach be accepted
pedagogical content for the questionnaire was constructed utilising a
by learners for teaching computer programming?
number of programming books (including Dawson, 2014; Malik, 2014),
Research Question 5: What programming pedagogical content would
subject matter experts and utilising a review of the content of three HE
participants like to see in a game to teach programming at HE level?
programming modules at the university including: Introduction to Pro
Research Question 6: Can a computer game be effective as a formative
gramming, Programming with Objects and Software Development for
assessment tool for computer programming in HE?
Games. The questionnaire was constructed in SurveyMonkey and
emailed to Creative Technology students at the University. The survey
2.3. Selection of research methodology
was available for a two week period in April of 2019. The full ques
tionnaire is available in Appendix 1.
The research methodologies selected are archival research in the
form of a systematic literature review, survey research and experimental
Table 1
post-test design with non-parametric statistical analysis techniques. The
Systematic literature review relevant papers.
archival systematic review is more suitable to ascertain what problems
associated with teaching computer programming exist in the literature, Search Engine Total Papers Relevant Papers
how computer games have been utilised teaching computer program ACM 1233 29
ming, issues associated with pedagogical content associated with serious EBSCO 1484 6
Ethos 93 1
games and programming education and whether there are any existing
IEEE 776 251
frameworks. A systematic literature review of relevant databases is the IngentaConnect 1176 19
most efficient method to answer the first three research questions. ScienceDirect 2489 26
Research question 4,5, are attempting to ascertain a number of re Web of Science 2739 23
quirements for the proposed GBL environment/serious game to be SpringerLink 548 0
Totals 10538 364
produced in terms of whether that game will be accepted by the target
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
Research question 6 will utilise a post-test experimental group design 3. Background research
and will employ a similar questionnaire to evaluate the game. The game
was made available to a second year programming module at University 3.1. Pedagogical difficulties associated with computer programming
in a supplementary, formative assessment tool capacity via email. After education
the game has been played the participants are invited to complete a post-
test evaluation questionnaire on SurveyMonkey. This questionnaire was Computer programming is a highly complex skill with many peda
of a similar design as the previous questionnaire and is available in gogical issues and a considerable amount of time is required to effec
Appendix 2. tively learn that skill and maintain it. Rigorous computer programming
has been introduced by the Department for Education (DfE) in recent
2.5. Developmental design years with programming being proposed as a skill that everyone should
have with [Link] and [Link] indicating that it is a glam
This paper will outline the entirety of a first developmental cycle and orous path to employment (Lee et al., 2014). Hwang et al. (2010) note
includes the following stages: that almost all students enrolled in a department related to the computer
field (i.e. computer science or information management systems) are
• Ascertaining the pedagogical difficulties with programming. required to take a programming class at some point. Despite the fact that
• Gauging acceptability and development requirements (Empirical employment opportunities for Computer Scientists are rising, the num
Study 1) ber of students enrolling on and graduating from Computer Science
• Formulating a general pedagogical content integration framework related degrees is declining with the majority of attrition taking place in
for a programming serious game. the first two years of a degree programme (Chaffin et al., 2009) and
• Implementation of the game fewer students are actually choosing a career in Computer Science or
• Evaluating the game as a formative assessment tool in a course Engineering (Marques et al., 2012). There is a disparity between
(Empirical Study 2) numbers of graduates, graduates in employment and unfilled positions
in related industries (Jordaan, 2018).
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
The literature review identified numerous issues associated with programming education, some of the following topics are considered to
computer programming with the result being a “programming incompe be problematic for learners: algorithms due to abstract mathematical
tency” as graduates do not meet industry expectations in terms of theories, modelling complicated concepts and possibly describing
competence and capabilities (Kumar & Sharma, 2018). Sun, Phelps, complicated changes in dynamic data structures with the intent of
Egert, and Bayliss (2009) highlight that teaching introductory pro solving complex problems (Shabanah, Chen, Wechsler, Carr, & Weg
gramming is a multifaceted problem encompassing: issues of abstrac man, 2010). Novice programmers also find it incredibly difficult to
tion, algorithmic thinking, software construction, and debugging decipher code and to determine what it is doing, i.e., programming
strategies. Kaučič and Asič (2011, p. 1) state that mastering program comprehension (Miljanovic & Bradbury, 2017). Yan (2009) notes that
ming related competencies demands “acquisition of previously completely these problems are not really associated with prior computing knowl
unknown knowledge, problem solving skills and strategies, design strategies edge but because the subject is considered to be difficult, there is a lack
and approaches wrapped by implementation abilities”. Computer pro of problem solving skills and an appreciation of abstract concepts and
gramming courses are perceived as extremely difficult with high levels logical thinking (Khenissi et al., 2013). The difficulties are experienced
of attrition (Wei et al., 2009; Chaffin et al., 2009; Jantan & Aljunid, from both a learner and a teacher perspective as these problems are
2012; Lee et al., 2014). Learners can struggle to grasp the most basic of exacerbated with the addition of abstract concepts associated with Ob
programming concepts and skills. For example Deitz and Buy (2016, p. ject Orientation which is the industry standard programming paradigm
37) state that “novice programmers often struggle with many concepts un where programs are constructed of interacting objects. Rudimentary
derlying computer programming” such as variables and the misinterpre programming education is not just about abstract Object-Oriented
tation of program states and variable states remains a frequent source of concepts and practical programming alone but rather the interactions
errors for novice programmers. Cagin (2013) summarised the literature and interweaving of the two. Writing a computer program can require a
and stated that there is a lack of rigorous empirical research associated great deal of implicit knowledge beyond the scope of simply being
with the difficulties experienced by introductory programmers. Some of familiar with a specific language (Hwang et al., 2010). Learners gener
these difficulties are: ally begin introductory programming classes by producing text-based
applications which they consider to be relatively unimpressive. Mita
• Confusion with branching and locations within programming logic mura, Suzuki, and Oohori (2012) points out two key points in relation to
where the explanation of different programming segments and the learning programming, firstly that the learning experience differs
combined whole is considered educationally beneficial. significantly in relation to academic background and secondly, that
• Difficulties in the composition and coordination of programming learners sometimes do not experience enjoyment with traditional
components. teaching approaches. Traditional teaching approaches in relation to
• Understanding error messages to appropriately debug programs. programming have a reputation for lacking engagement (Berkling &
• Thinking in programming syntax, as this requires thinking in an Thomas, 2013) and do not provide ways to think outside of the box
operational level of abstraction before the production of code in a (Jayasinghe & Dharmaratne, 2013). They provide low motivation and
specific language can take place. there can be an issue of generational gaps between teachers and students
• Difficulty in the visualisation of programming constructs for given (Khenissi et al., 2013). Kaučič and Asič (2011) highlighting that tradi
problems. tional teaching approaches for programming education tend to be seen
• Learners require well-structured timely feedback in response to their as dull and uninteresting as a result of teachers prioritising theory rather
actions. than practical work. A number of approaches are highlighted to over
come some of the issues with traditional education such as pair pro
In terms of specific topics within Computer Science related to gramming, individual/collaborative work, read before write approach
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
and the use of games (Kaučič & Asič, 2011). De Aquino Leal and Ferreira Table 2
(2013) believe that difficulties learning programming are possibly due Attributes of traditional teaching approaches.
to deficient training at elementary level or misconceptions in relation to Attributes Lectures Role- Paper- Live-
the course they are entering as motivated users of computer technology play based case through
select a course based on this fact. Tan, Ting, and Ling (2009) performed studies case
studies
a survey asking 182 participants undertaking an undergraduate course
on computer programming about their level of understanding of certain Instructor has control of the HIGH MEDIUM LOW LOW
rudimentary and advanced concepts. The participants rated variables, learning, has to be an
effective speaker and
decision logic structures, iteration logic structures, error handling, ar communicate the
rays and parameters as the easiest concepts to understand and rated all intrinsic interest of a
of the object oriented principles (polymorphism, inheritance encapsu subject through
lation), pointers, abstract data types and recursion as the most difficult enthusiasm.
Participants are actively LOW HIGH MEDIUM LOW
concepts to understand.
involved in the exercise
It was considered important to gain a greater appreciation of the provide experiential
advantages, disadvantages and suitability of the main teaching ap learning and deeper
proaches utilised in software engineering and by implication program understanding to have a
ming education in this study. Table 2 attempts to summarise a review considerable lasting
effect.
performed by Hainey (2010) and Macphail, Hainey, and Connolly Can be time consuming and MEDIUM MEDIUM MEDIUM HIGH
(2012) citing the following sources: ADPRIMA, 2019, Andrianoff and therefore not always
Levine (2002), Bernstein and Klappholz (2001), Barrett (1997), Biggs practical.
(1999), Bonwell (1996), Cashin (1985), Cope and Horan (1996), Con Scales with larger numbers HIGH LOW HIGH HIGH
of students and/or
nolly, Stansfield, McLellan, Ramsay, and Sutherland (2004), Davis
quantity of material
(2001), Polack-Wahl (1999), Simsarian (2003) and Shaw and Dermoudy Can provide a model of HIGH MEDIUM LOW HIGH
(2005). how professionals
address problems and
questions.
3.2. Synthesis and presentation of model framework
Can provide elements of MEDIUM HIGH MEDIUM MEDIUM
variety, reality and
As well as considering the integration of learning content, there are a specificity.
number of questions and issues to be addressed when considering the Likelihood of transfer to the MEDIUM HIGH MEDIUM MEDIUM
basic requirements of a serious game identified in some of the following real world is improved.
Appeals to learners who HIGH HIGH LOW LOW
categories:
learn by listening.
Appeals to learners who HIGH LOW HIGH HIGH
3.2.1. Assessment learn by reading.
Assessment integration is one of the key challenges of serious games Appeals to learners who LOW HIGH LOW LOW
where it is necessary to consider what particular types of assessment learn from
demonstration.
mechanics are incorporated into a serious game. Assessment can be Appeals to learners who MEDIUM HIGH LOW LOW
categorised into formative and summative assessment. Conole and learn from discussion.
Warburton (2005) state that formative assessment is “when the evidence Appeals to learners who LOW HIGH HIGH MEDIUM
is actually used to adapt the teaching to meet student needs”. Summative learn from practice by
doing
assessment is defined by the QAA (2012) as “used to indicate the extent of
Presents a risk for learners LOW HIGH LOW LOW
a learner’s success in meeting the assessment criteria used to gauge the for example, tension or
intended learning outcomes of a module or programme.” Lotfi and embarrassment.
Mohammed (2018) address assessment in a mobile game for teaching Allows the learners to MEDIUM LOW LOW HIGH
Object Oriented Programming principles in the context of using the identify the mistakes of
previous developers, thus
assessment data to ensure that the learning outcomes of the game are reducing the possibility
actually met and raise the question of whether this assessment should of making the same
take place at the end of the game in a summative fashion or throughout mistake.
the game in a formative fashion. Provides a safe MEDIUM HIGH MEDIUM LOW
environment to increase
practice experience when
3.2.2. Type of game and player dynamic real life experiences are
One important distinction in relation to computer games is whether unavailable, for example
the game should be played in a single-player or a multi-player capacity highlighting client
and determining what mode is preferable to the players. Many serious frustration.
Immediate feedback is LOW HIGH LOW LOW
games are generally single-player mode due to the implementation provided.
complexity, however research indicates that players behave differently Can give new perspectives MEDIUM HIGH MEDIUM LOW
when playing in a single-player mode than in a multi-player mode (Xiao on situations.
& Miller, 2014; Siu, Guzdial, & Riedl, 2017). Learners can apply newly LOW MEDIUM HIGH HIGH
developed analytical
problem solving skills in
3.2.3. Type of programming language their own time to find a
When designing a game for programming education it is important to large number of solutions
ascertain what particular programming paradigm and language should for complex issues.
be the focus of the game e.g. should the game focus on Pascal, C++, C# Maintains the attention of LOW HIGH MEDIUM MEDIUM
the learner.
or Visual Basic? Programming languages have now gone through 5 Suited for teaching LOW MEDIUM MEDIUM MEDIUM
generations where one main distinction is High Level Languages (HLL) abstract, complex
and Low Level Languages (LLL) (Kawash & Collier, 2013). Alternatively (continued on next page)
as a result of programming education resulting in transferable skills it is
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
Table 6 Table 8
Effectiveness of a game to teach algorithms. Preferred game format.
Algorithm Rank Mean SD Format Rank Mean SD
Basic Path Finding 1st 3.83 0.79 Personal Computer 1st 4.82 0.58
Bubble Sort 2nd 3.72 0.85 Tablet PC 2nd 4.02 0.75
Merge Sort 3rd 3.70 0.88 Mobile Phone 3rd 3.84 1.00
Heap Sort 4th 3.68 0.89 Augmented Reality 4th 3.31 1.16
Quick Sort 4th 3.68 0.89 Virtual Reality 5th 3.20 1.29
Binary Search 4th 3.68 0.91 Games Console 5th 3.20 1.12
Robust Path Finding 4th 3.68 0.84
Radix Sort 5th 3.62 0.90
Table 9
standard vectors. The results also indicated that computer games would Technical aspects of computer game to teach programming.
be least effective for binary search trees, binary trees, priority queues Technical aspect Rank Mean SD
and heaps and bit vectors. Control Mechanism and Interface 1st 4.58 0.58
Clear Goal Structure 2nd 4.53 0.63
4.6. Algorithms and perceived effectiveness of games Help and Scaffolding 3rd 4.22 0.67
Navigation Inside the Environment 4th 4.20 0.79
Narrative and Dialog 5th 3.89 0.83
The following three algorithms were reported as the most difficult to Sound 6th 3.71 0.87
learn: robust path finding, radix sort and basic path finding while the Collaboration 7th 3.49 0.87
least difficult algorithms were bubble sort, quick sort, heap sort and Graphics 8th 3.09 1.10
merge sort. The participants were asked to rate the potential effective Realism of Environment 9th 2.44 0.92
Realism of Characters in the Environment 9th 2.44 0.87
ness of computer games for teaching the searching and sorting algo Character Customisation 9th 2.24 1.00
rithms. The results are displayed in Table 6.
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
There are 10 questions on: arrays, queues, stacks, vectors, and multi-
dimensional with the previous format. The tutorial content is shown in
Fig. 7a and one of the example questions is shown in Fig. 7b.
Level 4 was derived from Table 6 where the top rated preferred
content and the games potential effectiveness for teaching data struc
tures were:
Algorithm Rank Mean SD
Level 4 therefore teaches: bubble, heap, quick, merge sort and path
finding with various questions on each. Fig. 8a and b illustrate the
narrative and the intrinsic, endogenous pedagogical content integrated
into the game.
Level 5 is a randomised combination of all of the previous levels.
In summary the game has three types of integrated, intrinsic,
endogenous narrative in relation to pedagogical content integration.
11
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
which was based on the survey used for empirical study one. The survey 6.2. Participants
is available at Appendix 2. As in empirical study one the data was ana
lysed utilising quantitative non-parametric statistical tests such as Mean, A second year undergraduate programming course called Software
Standard Deviation and Mann-Whitney U tests. Development for Games participated in the evaluation of CODE: S.P.A.C.
The instructions for carrying out the evaluation, CODE: S.P.A.C.E E. 48 participants completed the CODE: S.P.A.C.E evaluation question
and a link to the evaluation questionnaire were distributed to students at naire (Appendix 2) after data cleansing. 38 participants (81.3%) were
the UWS undertaking a Computer Games Programme. After playing the male, 6 participants (12.5%) were female and 3 participants (6.3%)
game participants were invited to complete the CODE: S.P.A.C.E evalu preferred not to say. Participants played games for 16.95 h per week (SD
ation questionnaire. = 9.68) with a range of 0–31 h which is consistent with study one.
Participants performed 10.95 h (SD = 8.10) of independent
12
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
between males and females in relation to age, how long they played
computer games per week, how many hours a week they invested in
learning to program or the years spent learning to program. 37 partic
ipants (77%) were from the Computer Games Development Programme
and 11 participants (23%) were from the Computer Games Technology
Programme.
Participants were asked to rank the approaches for teaching pro
gramming in terms of how motivational they believed the approach to
be. The results are displayed in Table 11.
The results indicate that GBL/Serious Games and Computer Games
for Learning are potentially a highly motivational teaching approach as
they are second and third in the overall ranking after practical lab ses
sions and individual course works. Participants were asked to rank the
approaches for teaching programming in terms of how effective they
believed the approach to be. The results are displayed in Table 12.
Fig. 9. Menu interface pedagogical content. Computer games for learning were rated as 5th and GBL and Serious
Games were rated as 6th in terms of overall effectiveness as teaching
programming study per week with a range of 0–31 h. Again this is approaches. While these approaches were not rated as highly as indi
relatively consistent with study one. The average age of participants was vidual course works, practical lab sessions and tutorials it seems that
23.29 (SD = 4.78) with a range of 18–39. Participants had been learning there is clear trend in the results suggesting that more interactive,
programming for an average of 4.72 years (SD = 1.97) with a range of practical approaches are rated more highly than passive, less interactive
1–10 years. Mann-Whitney U tests indicated no significant differences
13
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
Participants were asked to rate the effectiveness of the game to teach Table 13
Effectiveness of the game for teaching rudimentary programming concepts.
rudimentary programming concepts. The results are displayed in
Table 13. Rudimentary Programming Concept Ranking Mean SD
The results indicated that the game was rated as most effective at Variable Types 1st 3.89 1.07
teaching the following concepts: variable types, declaring variables, Declaring Variables 2nd 3.81 0.97
programming syntax, conditionals, loops, switch statements and Programming Syntax 2nd 3.81 0.91
Conditionals 3rd 3.78 0.95
methods and functions. The game was rated lowest at teaching the
Loops 3rd 3.78 1.08
following programming concepts: working with constants, smart Switch Statements 3rd 3.78 0.96
pointers, and pointers. Mann Whitney U tests indicated that there were Methods and Functions 4th 3.73 0.99
no significant differences between novice and intermediate level pro Objects 5th 3.70 0.97
Arithmetic Operators 5th 3.70 0.97
grammers in relation to the game’s perceived effectiveness.
Logical Operators 5th 3.70 0.94
Statements and Sequences 6th 3.69 0.89
6.4. Effectiveness of CODE:S.P.A.C.E for teaching advanced Returning Types with Operators 7th 3.62 0.95
programming concepts Variable Scope 8th 3.58 1.05
Using Enumerators 9th 3.54 1.02
Compound Conditions 10th 3.51 0.87
Participants were asked to rate the effectiveness of the game for Parameter Passing and Overloading Functions 10th 3.51 1.04
teaching advanced programming concept and the results are displayed Using References 11th 3.46 1.12
in Table 14. Relational Operators 12th 3.44 0.88
Algorithms 13th 3.42 1.00
The game was considered to be most effective at teaching the
Working with Constants 14th 3.38 0.92
following: defining classes, constructors and destructors, inheritance Smart Pointers 15th 3.35 1.21
and encapsulation. Pointers 16th 3.32 1.16
Table 11 The results indicated that the game was most effective at teaching
Ranking of programming teaching approaches in relation to motivation. the bubble, quick and merge sort. Mann Whitney U tests again indicated
Teaching Approach Ranking Mean SD that there was no significant difference between novice and intermedi
ate level programmers in relation to the games effectiveness in teaching
Practical Lab Sessions 1st 4.02 0.98
Individual Course Works 1st 4.02 0.81
algorithms.
Games-based Learning/Serious Games 2nd 4.00 0.80
Computer Game for Learning 3rd 3.98 0.86 6.7. Effectiveness of CODE:S.P.A.C.E for teaching particular skills
Classroom Tutorials 4th 3.73 0.98
Online Tutorial 5th 3.52 0.92
The participants were asked to rate the effectiveness of the game for
Lecturing Classroom 6th 3.31 1.01
Live Thru Case Studies 7th 3.27 0.89 teaching particular skills that were important for learning programming.
Role Playing 8th 3.26 1.03 The results are displayed in Table 17 showing that recollection, problem
Group Based Course Works 9th 3.23 1.06 solving and analysing and classifying are the top ranked skills.
Paper-based Case Studies 10th 2.71 1.09
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T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
Table 15 Table 17
Effectiveness of the game to teach data structures. Effectiveness of the game to teach skills.
Data Structure Rank Mean SD Skills Rank Mean SD
6.8. Technical aspects of the game Clear Goal Structure 1st 4.46 0.56
Control Mechanism and Interface 2nd 4.08 0.92
Navigation Inside the Environment 3rd 4.05 0.88
The participants were asked to rate the importance of the technical
Help and Scaffolding 4th 3.81 1.17
aspects of the game. The results are presented in Table 18. Clear goal Sound 5th 3.38 1.11
structure and control mechanism and interface as well as navigation Narrative and Dialog 6th 3.30 1.33
inside the environment and help and scaffolding are considered Collaboration 7th 2.97 0.96
Graphics 8th 2.76 1.14
important in the environment. This is consistent with the requirements
Realism of the Characters in the Environment 10th 2.57 1.26
that were formulated in empirical study one. Realism of the Environment 11th 2.51 1.17
The clear goal structure, help and scaffolding refer to the highly Character Customisation 12th 2.20 1.23
detailed instructions, narrative, and detailed tutorial level to set the
scene within the environment. Fig. 10 shows an example of the tutorial
level and narrative to assist the player in understanding the goal struc The game was produced utilising the Unity 5 Games Engine and as a
ture and provides clear direction within the environment. The game has result could really be delivered on a number of platforms. Participants
an exceptionally smooth interface for navigation between the gaming were asked to rate the suitability of the game for different platforms of
and puzzle elements i.e. the enemy ships and the questions. The game delivery. The results are displayed in Table 19.
interface provides an intrinsic menu structure where the narrative al The results indicated that the game was most suitable for the PC,
ways situates the player in the role of ‘pilot’ of a ship. Intrinsic peda Tablet PC or Mobile Phone. The game was integrated as a formative
gogical menu structures can be viewed in Fig. 9. assessment revision supplementary tool into a specific module at HE
which has now run for a period of two years. In the first year of running
the students in the class did not have access to this game, however in the
6.9. Formative assessment effectiveness, type and format suitability second year of running the module they did. A Mann-Whitney U test was
performed between the two independent year groups to ascertain if the
Participants were asked how effective the game was as a preparation game made a statistically significant difference to the overall grades in
mechanism for their class test assessment. The results were generally the module and the grades in the class test worth 40%. The results of the
positive. 37 participants answered this question were 5 participants test indicated that there was no significant differences in overall grades
(14%) rated the game as very effective, 19 participants (51%) rated the (Z = − 1.073, p < 0.283) or the class test (Z = − 0.743, p < 0.453). This is
game as effective, 9 participants (24%) rated it as neutral, 3 participants possibly due to the small cohorts in each level and the fact that the
(8%) rated it as ineffective and 1 participant (3%) rated the game as very experimental design could have been stronger in relation to evaluation.
ineffective. Participants were also asked how they believed that a The best way to evaluate such a game would require a Randomised
computer game could be utilised within the context of a module at HE Controlled Trial (RCT) with 30 representative samples in each group to
level in either a formative or summative capacity or both. 37 partici produce a statistically significant comparison.
pants answered this question where 25 (68%) believed it could be used
in both a formative and summative way, 6 (16%) believed that it could 7. Conclusions
only be used in a formative capacity and 6 (16%) in a summative way.
20 participants (54%) believed that a game could in fact be an assess This section will revisit the original research questions and provide a
ment for a module where 17 participants (46%) believed that it could summarised answer for them.
not be used as an assessment for a module.
Research Question 1: What are the main problems associated with
Table 16 traditional programming teaching approaches?
Effectiveness of game to teach algorithms.
Many problems were found associated with computer programming
Algorithm Rank Mean SD
education. Generally speaking programming is perceived as difficult,
Bubble Sort 1st 3.81 0.97
not particularly motivational and with high levels of attrition. Tradi
Quick Sort 2nd 3.78 1.03
Merge Sort 3rd 3.70 0.94 tional didactic approaches including lectures, paper-based based
Binary Search 4th 3.68 0.97 studies, live-through case studies and role playing are not seen as
Heap Sort 5th 3.62 1.01 effective. One of the findings of the questionnaire study was that prac
Basic Path Finding 6th 3.59 1.17 tical lab exercises and course work are the most effective and motiva
Robust Path Finding 7th 3.51 1.12
tional teaching approach to computer programming, however the
Radix Sort 7th 3.51 1.22
15
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
16
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
error handling, arrays and parameters. The hardest concepts to under it would appear that as with traditional approaches they are not entirely
stand were: object oriented principles (polymorphism, inheritance preferred by everyone. This study has expanded on the study performed
encapsulation), pointers, abstract data types and recursion which is by Ibrahim et al. (2011) by utilising the literature and the questionnaire
highly consistent with the findings of this particular study. This verifies to produce a framework for a programming serious game in terms of
that the results obtained in this study were generalizable and by backing content integration. This framework has also been utilised to produce an
up the findings of this study has proven that these results have wide implemented game to act as a formative assessment teaching and scaf
reaching applications in Scottish HE overall. It is also apparent that the folding tool on two programming course at HE level. The results of
study performed by Tan et al. (2009) was performed almost a decade integration of this game into a module have been positive and this study
previously indicating that ten years on these issues have not been suf can be expanded to again verify that the results have wider applications
ficiently addressed or resolved. in Scottish HE and potentially internationally.
Research Question 2: How have computer games been used for the Research Question 5: What programming pedagogical content
purposes of teaching computer programming in the past? would participants like to see in a game to teach programming at HE
level?
314 papers were included in the final literature review. 187 of these
were papers with developed or existing games revealing that computer Participants indicated that the more simpler programming concepts
games have certainly been used for teaching computer programming in were suitable to be taught by a game which is possibly due to the fact
the past. These games are at various different levels of abstraction, uti that more simplistic concepts are easier to visualise in a gaming sce
lising different platforms, implementation languages, levels of graphical nario. Table 20 shows the most popular rudimentary and advanced
fidelity and to teach a number of different topics including pointers, programming concepts as well as data structures and algorithms to be
search algorithms, logic, syntax, object orientation and data structures, incorporated into a computer game.
functions/methods and debugging. The IEEE search engine revealed the
majority of these games which is not particularly surprising with an Research Question 6: Can a computer game be effective as a
excess of 60 games being discovered. In general, the study has indicated formative assessment tool for computer programming in HE?
that computer games are a highly versatile medium for teaching com
puter programming. A full analysis of these games and the other iden The results indicate that GBL/Serious Games and Computer Games
tified studies from Fig. 1 are beyond the scope of this study but can be a for Learning are potentially a highly motivational teaching approach
future research direction. with computer games for learning rated as 5th and GBL and Serious
Games were rated as 6th overall. The results indicated that that more
Research Question 3: What issues are identified in terms of peda interactive, practical approaches are preferable.
gogical content integration for computer games teaching program In relation to rudimentary programming concepts, the game was
ming? What existing frameworks (if any) are there? rated more effective at teaching: variable types, declaring variables,
programming syntax, conditionals, loops, switch statements and
A number of issues were identified in terms of considering peda methods and functions and objects which was consistent with the
gogical content integration for a game to teach computer programming. preferred content materials from study one. The game was rated lowest
The issues identified in the literature were some of the following: what at teaching the following programming concepts: working with con
particular genre, format and type of game, whether the game should be stants, smart pointers and pointers.
single or multiplayer, assessment integration and feedback, adherence In relation to advanced programming concepts the game was rated
to the computer science curriculum, whether the game is to address high highly effective in being able to teach the following concepts: defining
level, low level programming languages or to be programming language classes, constructors and destructors, inheritance and encapsulation
agnostic, how are abstract concepts to be incorporated into the game which is again consistent with the preferred content identified by po
and general acceptance of the game. While there are frameworks in the tential participants in study one. The game was rated highly in terms of
literature that address content integration such as the content segmen being able to teach the following data structures effectively: arrays,
tation framework (Sauvé, 2010), the classroom design framework queues, multi-dimensional arrays, stacks and queues which again is
(Echeverria et al., 2011) and the guidelines for embedding pedagogical relatively consistent in relation to the content that was identified for
content into game-play (Tang & Hanneghan, 2010), these frameworks incorporation. A similar finding was found in relation to algorithms with
are too general and not specific enough for considering the issues of the exception of the basic path finding algorithm possibly indicating that
incorporating specialised content into a game for teaching program the game produced does not intuitively lend itself to this particular
ming. This resulted in the development of a new preliminary framework concept.
for considering content integration for a game to teach computer pro No significant differences between novice and intermediate level
gramming shown in Figure 2. This framework has been crucial in the programmers in relation to the game’s effectiveness with regards to
development of the prototype game as a result and is a preliminary rudimentary programming concepts, advanced concepts, data structures
framework which can undergo further future refinement. or algorithms was detected. This is possibly due to the generic game
mechanics allowing practically any pedagogical content to be integrated
Research Question 4: To what extent will a games-based learning
approach be accepted by learners for teaching computer programming?
Table 20
Preferred Content to be Integrated.
75% of participants believed that computer games could be used to
Rudimentary Advanced Data structures Algorithms
teach computer programming concepts at HE level in Study One. Ibra
him, Yusoff, Omar, and Jaafar (2011) found a similar positive result • Conditionals •Inheritance •Multi- •Basic path
where 60% of participants believed that they could learn better with •Logical •Defining classes, dimensional finding
operators constructors and arrays •Bubble sort
educational games being an option in the curriculum and 80% of par •Variable types destructors •Standard •Quick sort
ticipants believing that games make the subject more interesting and •Loops •Setting member access vectors •Heap sort
assist them to think critically which coincidentally is the 3rd most •Objects levels, data members, •Stacks •Merge sort
important skill identified by participants to be a successful programmer member functions and •Arrays
scope
in this study. In conclusion games are generally accepted by learners but
17
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
into it. The game has a tutorial narrative and shooter quiz with 4 incorporate the more complex and difficult subjects to be educationally
possible answers and one correct answer structure. This may mean that far more useful rather than easier. This indicates that the design is
optimistically it can be effective at teaching novice and intermediate entirely subjective and should take into account programming educa
level programmers. Pessimistically this could be a further research study tionalists in the future.
direction to identify novice and intermediate level content and perform
separate evaluations with a control structure to ascertain the games 7.2. Implications and future research directions
perceived effectiveness at teaching different programming concepts/
levels. There are a number of implications and future recommendations for
The results indicated that the game was particularly effective at the future including:
developing the following important skills for learning to program: Greater appreciation and utilisation of the potential of the use of
recollection, problem solving, analysing/classifying, reflection and computer games, GBL, serious games, gamification, Games-Based Con
critical thinking. The main difference from the first empirical study was struction Learning in computer science, computer games development
that recollection was rated as 8th most important, however problem and technology courses at a number of education levels. This can be
solving and critical thinking ranked highly in both study one and study achieved in three ways.
two. In terms of the technical aspects of the game it is evidence in both
study one and two that a clear goal structure, control mechanism and the • Educationalists themselves developing games by the use of their own
interface, navigation inside the environment and help and scaffolding games development skills, grants or subject matter experts. With the
were all rated highly indicating consistency. increasing simplicity of games development engines such as Unity,
14% rated the game as very effective and 51% rated the game as Unreal and Game Maker this will become more and more feasible
effective for their class test preparation. 68% believed it could be used in without having to possess great games programming knowledge.
both a formative and summative way, 54% believed that a game could in • Utilisation of students on these courses at a more advanced level
fact be an assessment for a module and 46% believed that it could not be reflecting on particular aspects of programming education that they
used as an assessment for a module. A comparison of class test grades found difficult and setting them assessments to develop game ap
and overall module grades between students who had access to the game plications to assist students at a lower level.
and students who did not indicated that there was no significant dif • There are a vast number of games for teaching a number of different
ferences in overall grades or the class test. The overall results suggest areas and a particular concentration of computer games to teach
that a computer game for teaching programming concepts can be used aspects of programming. A taxonomy and catalogue of serious games
effectively as a formative and potentially summative assessment tool in general and for programming education should be created to make
that is preferable to a majority of students in a preliminary evaluation. use of already existing games.
There are a number of implications to be considered for the game to be
used in as a formative or summative assessment tool. Firstly, whether Levels of education, experience, knowledge and ability have to be
the game should be used in a formal or informal capacity i.e. whether the more deeply considered in good Higher Educational Practice in relation
results of the game are actually assessed and contribute towards a grade to computer programming courses and programmes. This is especially
in a formal capacity or whether it is used as a formative supplementary an issue when encountering issues such as direct entry and articulation
revision tool before in an informal capacity before formal assessment from FE (Further Education) institutions to HE institutions or simply
takes place. Secondly it is necessary to consider whether a game could in coming from SE (Secondary Education) institutions as the learning
fact be suitable for every type of learner within a class and it is important experience significantly differs in relation to programming Mitamura
to consider learner preferences and more importantly accessibility in et al., 2012 and is maybe deficient at earlier levels of education (De
relation to equality to provide equal opportunities to succeed. Aquino Leal & Ferreira, 2013). Traditional approaches can be seen as
lacking motivation, engagement and hence become ineffective (Berkling
7.1. Limitations & Thomas, 2013) with issues of generational gaps between teachers and
students (Khenissi et al., 2013). These issues raise a number of recom
One primary limitation of games is that they will never replace di mendations for policy in computer programming courses in relation to
dactic traditional teaching approaches and it is highly important to be formative and summative assessment. Educators have to enhance their
realistic about this for the moment. Computer games have a number of responsibility in relation to formative assessment to suitably gauge level
negative connotations associated with them including that they are of experience, knowledge and skills. Computer games can assist with
conducive to negative personality traits and behaviours (Rosas et al., these issues in relation to being a formative assessment mechanism
2003). Similarly, to every other teaching approach computer games are which is potentially more engaging and ideally reduces any learner
subject to individual preferences, perceptions, motivations and atti embarrassment as they can be played on an individual level at home to
tudes. If for example an educationalist is attempting to teach mathe highlight problems and bring learners up to the same base level. Lec
matical concepts with a computer game and the learner has a negative turers in HE have to perform more research into formative assessment
attitude to both mathematics and computer games – then this approach methods which are inclusive and involve learners in their development
will significantly reduce in effectiveness. to a far greater degree. The Scottish Qualifications Authority (2018, p.
Another limitation of computer games associated with attitudes is 11) in their future of assessment report compiled by young adults in
that games are primarily viewed as fun entertaining interactive pass Scotland had the following aspiration:
times where a highly challenging aspect is separating the fun from the "Assessment should be fair, and inclusive a “level playing field” for all,
educational engagement. This limitation was implicitly implied from the but to achieve this assessment needs to be personalised, with a broad variety
literature review with the idea of intrinsic, extrinsic and exogenous and of assessment methods that young people can choose from over the course of a
endogenous content integration. school year. We need to strive for equity, not equality."
These results were presented to a number of educationalists in the With regards to giving young adults the choice of assessment
field of serious games and programming at a workshop on Serious methods in education – it may very well be the case that one of the novel
Games in Cyber Security and it was discovered that there is a disparity teaching approaches that is selected may be computer games.
between the learner and an educationalist perspective in relation to how The following future research directions have been compiled from
a prototype game should be developed. Learners would prefer to have the synthesis of this study:
the most simplistic concepts incorporated into a prototype game where
educationalists believe that it would be more advantageous to
18
T. Hainey and G. Baxter Computers & Education: X Reality 4 (2024) 100061
• This paper has presented a preliminary evaluation of the game even specifying level of programming ability as novice, interme
assimilated into a HE module however a more detailed and stringent diary or expert.
experimental study could be performed in other modules and runs of • Finally, the content integration framework presented in this study
the same module to ascertain validity and utilise a Randomised was a preliminary framework which could undergo refined future
Controlled Trial (RCT) to gain deeper comparative insights of games development.
and traditional teaching approaches.
• Due to the size and complexity of this study it was not possible to CRediT authorship contribution statement
fully detail the analysis of all of the studies found in the systematic
literature review as it was beyond the scope of the study. Therefore, Thomas Hainey: Conceptualization, Formal analysis, Funding
further detailed analysis of the systematic literature review findings acquisition, Investigation, Methodology, Project administration, Re
will be performed for the following reasons: sources, Software, Supervision, Validation, Visualization, Writing –
o to fully detail the developed and existing games where 187 papers original draft. Gavin Baxter: Writing – review & editing.
were found. It should be noted that there are duplicate games in
these papers as there can be several papers published associated
Declaration of competing interest
with one game for teaching programming.
o to fully detail the problems associated with programming where
The authors declare that they have no known competing financial
91 papers were found.
interests or personal relationships that could have appeared to influence
• A taxonomy of existing serious games will be developed for the use of
the work reported in this paper.
educationalists and serious game researchers particularly in the area
of computer programming. This would take some time to produce
Acknowledgements
but the idea would be that educationalists would be able to augment
their material with a number of supplementary serious games to
This work is funded by the Carnegie Trust – Grant Number:
assist learners.
RIG007432.
• Further research is required in the area of formative and summative
assessment mechanisms to ascertain how learners in computer pro
gramming courses would like to be assessed and also an additional Appendix A. Supplementary data
framework could be developed in relation to formative assessment to
gauge levels of experience, knowledge, and skill. This is particularly Supplementary data to this article can be found online at [Link]
relevant in relation to articulation and direct entry into university org/10.1016/[Link].2024.100061.
courses.
• No significant differences were found between the game and non- References
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