Learning Java through a Game
Students studying business information technology at a university have a wide choice of
learning options, such as videos, reading literature, learning by solving exercises, taking
online teaching courses or attending the class. However, few publications describe the
effect of using learning games in tertiary education. That is why the topic of learning
games in a university setting will be investigated in this thesis.
Java is a programming language which will continue to play an important role in software
development education in 2022 and beyond. This thesis investigates the effectiveness of
game-based learning when it comes to perceived learning effects as seen by the students
who are taught Java in a beginner programming course. For this purpose, existing games
have been evaluated and a suitable game has been adapted to the learning content of
the FHNW Programming 1 course. Our work investigated whether the students find
the use of a game motivating and whether they liked it. The evaluation was based on
the MEEGA+ method, which examines these aspects by means of a survey. The results
can be used further at the FHNW and by other universities in the field of business
information technology. The experiment shows that students liked the game prototype.
The students enjoyed playing the game and stated that it helped them understand the
learning content. They rated the game as an efficient and effective learning method, and
many preferred it to more traditional learning methods.
Spadola, Alessandro, 2022
Art der Arbeit Master Thesis
Auftraggebende
Betreuende Dozierende Pustulka, Elzbieta
Keywords
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Studiengang: Business Information Systems (Master)
Vertraulichkeit: öffentlich