Creating and using digital games for learning in elementary and secondary education

The use of digital games in education has gained considerable popularity in the last years due to the fact that these games are considered to be excellent tools for teaching and learning and offer to students an engaging and interesting way of participating and learning. In this study, the design and implementation of educational activities that include game creation and use in elementary and secondary education is presented. The proposed educational activities’ content covers the parts of the curricula of all the Informatics courses, for each education level separately, that include the learning of programming principles. The educational activities were implemented and evaluated by teachers through a discussion session. The findings indicate that the teachers think that learning through creating and using games is more interesting and that they also like the idea of using various programming environments to create games in order to teach basic programming principles to students.

[1]  Ayşe Alkan,et al.  Teacher candidates’ state of using digital educational games , 2019, International Journal of Evaluation and Research in Education (IJERE).

[2]  Melissa E. DeRosier,et al.  Hall of Heroes: A Digital Game for Social Skills Training with Young Adolescents , 2019, Int. J. Comput. Games Technol..

[3]  Richard E. Pattis,et al.  Karel the Robot: A Gentle Introduction to the Art of Programming , 1994 .

[4]  J. R. Scotti,et al.  Available From , 1973 .

[5]  Christos Douligeris,et al.  Learning with the AppInventor programming software through the use of structured educational scenarios in secondary education in Greece , 2019, Education and Information Technologies.

[6]  Donatella Persico,et al.  Editorial. Digital games and learning , 2019 .

[7]  Michael Kölling Greenfoot: a highly graphical ide for learning object-oriented programming , 2008, ITiCSE.

[8]  Paul Maharg,et al.  Digital games and learning , 2011 .

[9]  Andy Rachman,et al.  Development of Educational Games for The Introduction of Fruits and Vitamins , 2019, Journal of Educational Science and Technology (EST).

[10]  Bonnie Kaplan,et al.  Qualitative Research Methods for Evaluating Computer Information Systems , 2005 .

[11]  Gail Carmichael,et al.  The effectiveness of pairing analog and digital games to teach computer science principles to female youth , 2017 .

[12]  Kerstin Siakas,et al.  Digital Game-based Learning and Serious Games in Education , 2018 .

[13]  Mohsen Ebrahimzadeh,et al.  THE EFFECT OF DIGITAL VIDEO GAMES ON EFL STUDENTS’ LANGUAGE LEARNING MOTIVATION , 2017 .

[14]  Fernando Almeida,et al.  The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm , 2019, Contemporary Educational Technology.

[15]  Katrin Becker,et al.  Distinctions Between Games and Learning: A Review of Current Literature on Games in Education , 2010 .

[16]  Christos Douligeris,et al.  Let's learn with Kahoot! , 2018, 2018 IEEE Global Engineering Education Conference (EDUCON).

[17]  Harwati Hashim,et al.  Digital Games Based Language Learning for Arabic Literacy Remedial , 2019, Creative Education.