Adaptive Digital Game Design According to Player Types for Teaching Programming to Secondary School Students


Karal H., Fiş Erümit S., Yıldız A., Fırıncı E., Kuzu A., Baki A., ...Daha Fazla

AECT2021 International Conference, Illinois, Amerika Birleşik Devletleri, 2 - 06 Kasım 2021, ss.1

  • Yayın Türü: Bildiri / Özet Bildiri
  • Basıldığı Şehir: Illinois
  • Basıldığı Ülke: Amerika Birleşik Devletleri
  • Sayfa Sayıları: ss.1
  • Karadeniz Teknik Üniversitesi Adresli: Evet

Özet

It is stated that educational digital games increase students' motivation (Sung, Hwang, and Yen, 2015) and positive attitudes towards the lesson (Hwang et al., 2012), support participation and engagement in the learning process (Byun ve Loh, 2015), and provide more interesting and enjoyable learning environment (Ronimus, Kujala, Tolvanen, and Lyytinen, 2014). It is also stated that game-based systems improve students' programming skills, problem solving and analytical thinking skills (Ternik, Koron, Koron, and Šerbec, 2017). Therefore, digital games are a suitable solution in teaching programming subjects, which include abundant abstract subjects, to children. However, while trying to reveal the teaching aspect in the design of educational digital games, game elements and fun components remain in the background. This situation decreases the motivation of the student and causes disconnection from the game (Kiili, 2005). One of the important components to consider in game design is player types. Game preferences and habits of individuals affect the effectiveness of educational games (Manero et al., 2016). For this reason, in the game design process, the adaptability of the game according to the preferences of the player can increase the effectiveness of the game (Ferro et al., 2013). In this context, it is stated that using digital games and adaptive systems together will increase the effectiveness of the learning and teaching process and the motivation of the player. Because adaptive systems allow students to learn according to their performance, individual characteristics, and needs (Zapušek and Rugelj, 2013). From this point of view, an adaptive digital game suitable for player types was designed for teaching programming to secondary school students. The digital game designed in the study was developed within the scope of the TÜBİTAK 1001 118R034 project titled "Development of Game-Based Adaptive Environment for Programming Instruction for Secondary School Students and Investigating the Effect on Students' Computational Thinking Skills".

The game prepared within the scope of the project includes 5 main games and 37 sub-games. In this study, the design and evaluation of 11 sub-games in one main game designed for teaching algorithm and variable-constant topics are presented. The learning outcomes for programming, player types, game components, and adaptation criteria were taken into consideration in the game design. In this context, while preparing the game scenario; the programming gains of the Ministry of National Education for secondary school students were taken as the basis. Each game has been adapted for four player types as achiever, socializer, explorer and Killer, and the games are designed to be novice, beginner, intermediate, advanced, and expert levels. Besides, in the design of each game, designs were made by considering six game components: goal, challenge, reward, rules, components, and scenario (Prensky, 2001). In 11 games, 5 games are designed for algorithm teaching and 6 games are designed for teaching algorithm, variable, and constant.

The study was conducted with the developmental research method Type1, one of the design-based research methods. Developmental research method Type 1 studies focus on the development of a specific educational product, program, process, or tool (Kuzu et al., 2011; Richey and Klein, 2005). Design, development, and evaluation phases of the project were conducted by a 14-person working group. The design and development phase were carried out by 4 experts, and the evaluation phase was carried out by the entire project team.

During the development phase, both the characters and the objects to be used in the game were designed. Animations for the interaction of the characters in the game were created, the codes written for the animations and the animations of the characters and their control in the game were provided. During the development phase, the player type adaptation was also made. For this, different game elements have been added to be used by each player type in solving the problem in the game scenario. The preferences of the player are determined in line with the items to be selected, and the decision made on how to use these items and the updates in the player types are checked with the FAHP (Fuzzy Analytical Hierarchy Process) module. At the start of the game, student selections are taken for the FAHP module to determine the importance of the student for the player type, to calculate the criterion weights of the elements in the game component pools, and to create the game scene. On the selection screen, the student can choose the game elements that are automatically listed by the system for their player type, or they can make a different choice. In this case, the preferences made by the player are evaluated by the FAHP module and the criterion weights of the player type are dynamically updated in the next game.

In the evaluation phase, design and development studies were evaluated. In the regular project meetings, the evaluations of 6 field experts were recorded and the audio recordings were transcribed, and content analysis was made. As a result of the analysis, it was determined that the games were evaluated in terms of programming gains, playability, and design components. The necessary arrangements have been made with the evaluations made during both the design and development phases. The final version of the game was re-evaluated by 6 experts according to the programming gains, playability and design components, and the game was finalized. At the end of the study, a three-dimensional digital educational game that can be adapted according to player preferences and features was developed. Ike and Hoe (2020) stated that in educational digital games, the presence of the fun element inherent in the game is important as it satisfies the psychological needs of students and provides behavioral change. In this study, a design aiming to increase the motivation of the players in the game by prioritizing player preferences and fun has been developed. The game developed is an exemplary study for educators and designers as it is an educational game suitable for programming gains at the secondary school level and an adaptive game for player types.