Development and effectivity assessment of a learning game for improving computational thinking
Lahtinen, Joonas (2024)
Lahtinen, Joonas
2024
Tietojenkäsittelyopin maisteriohjelma - Master's Programme in Computer Science
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2024-10-17
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202409268951
https://urn.fi/URN:NBN:fi:tuni-202409268951
Tiivistelmä
In the age of seemingly endless possibilities in video games there has to be a market for games that afford more than fun and relaxation. It is known that games can be great in increasing intrinsic motivation, so why not direct that motivation to a learning game, that could be able to teach complicated and generally beneficial skills. In this study we are answering the questions can a video game provide learning effectiveness as well as what are the factors that attribute to this effect. In addition to making the game artifact and testing it, a literacy review was conducted on existing similar studies and products.
Design science research method was used to create a potential solution to the aforementioned problem, which is a learning game that attempts to teach computational thinking to its players. Data of the players were collected via pre post survey, to see if the players were actually getting the hypothesized effects from the game, which in the light of the data they unfortunately did not. The possible reasons for this statistical insignificance in the result data as well as the possible changes and future developments are discussed in the later chapters and the process of designing, developing and evaluating the artifact explained also. Especially key findings of the study were the comparably much more effective nature of the learning games potential in variable group with people who are advanced in video games, which would be interesting continuation study.
Design science research method was used to create a potential solution to the aforementioned problem, which is a learning game that attempts to teach computational thinking to its players. Data of the players were collected via pre post survey, to see if the players were actually getting the hypothesized effects from the game, which in the light of the data they unfortunately did not. The possible reasons for this statistical insignificance in the result data as well as the possible changes and future developments are discussed in the later chapters and the process of designing, developing and evaluating the artifact explained also. Especially key findings of the study were the comparably much more effective nature of the learning games potential in variable group with people who are advanced in video games, which would be interesting continuation study.