In a student
-
centered education, the engagement of students in learning opportunities is
of paramount importance. Integrating games in the learning context, a
strategy known as
Digital Game
-
based Learning, is a way to align the pedagogical goal with the learning
style of the generation whose members can be characterized as
digital natives
. However,
the acquisition of knowledge and the changes of the learning attitudes remains the principal aim in a classroom context.
In this thesis we equip two Digital Game
-
based Learning environments, namely Alice
and Greenfoot, in a classroom setting
to
teach Object Oriented Programming Fundaments
Concepts in high school. We provide the evaluation protocol used in this experiment and
the results with respect to
the two DGBL tools’
competency to
serve the learning objective goals and motivate students through the process of learning.
Collections
Show Collections