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Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

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concepts that they previously learned in class. The intentions were<br />

to introduce students to computer science concepts and how<br />

computer science is a part <strong>of</strong> every curriculum in a non-<br />

threatening environment and spark their interest to learn more<br />

about the discipline<br />

2.2 Workshop Data<br />

There were 15 (n = 15) students that participated in the workshop<br />

with 13 (86.7%) males and 2 (13.3%) females. The majority <strong>of</strong><br />

participants were in the 11 th grade (40%) and were 17 (33.3%).<br />

We implemented a limit on participants to allow evaluation and<br />

analysis. Prior to the workshop, students were asked to complete a<br />

survey including the following questions:<br />

1. I like to play games to learn educational material (PlayGames)<br />

2. I know what BYOB is and how to use it (BYOBis)<br />

3. I can see how math and gaming are connected (Connected)<br />

4. I am sure I can learn programming (LearnProg)<br />

5. I am interested in computer science (Interested)<br />

Results from the survey are represented in Table 1.<br />

Table 1. Workshop Pre Survey<br />

Variable Yes No Sometimes<br />

PlayGames 26.7 13.3 60.0<br />

BYOBis 0 100.0<br />

Connected 86.7 0 13.3<br />

LearnProg 100.0 0<br />

Interested 86.7 0 13.3<br />

On the last day <strong>of</strong> the workshop, students were asked to take a<br />

post survey to evaluate their experience and content. The<br />

following questions were included in the survey:<br />

1. Now that you know what BYOB is, would you use it in the<br />

future? (Future)<br />

2. Do you feel the game you created will help you learn a math<br />

concept? (LearnMath)<br />

3. After the workshop, I am more interested in Computer Science.<br />

(InterestedCS)<br />

4. Did you enjoy the workshop? (Enjoy)<br />

5. Would you recommend this workshop to someone?<br />

(Recommend)<br />

6. Any suggestions for future workshops? (Suggestions)<br />

Results from the survey are represented in Table 2.<br />

Table 2. Workshop Post Survey<br />

Variable Yes No Somewhat<br />

Future 90.0 10.0 0<br />

LearnMath 100.0 0 0<br />

InterestedCS 90.0 10.0 0<br />

Enjoy 100.0 0 0<br />

Recommend 80.0 0 20.0<br />

158<br />

The survey included a section for students to post suggestions to<br />

better the workshop. Below are a few responses:<br />

� I thought it was completely awesome and epic! it was<br />

great as is.<br />

� Try Gamemaker now that you have it. Other than that<br />

was an amazing course.<br />

� more time to make game<br />

� Tell more people :)<br />

� It was well put together, great job guys<br />

From the data collected, it was concluded students enjoyed the<br />

workshop.<br />

3. MOTIVATIONS<br />

Digital games, whether computer-, game console-, or handheldbased,<br />

are “Purposeful, goal-oriented, rule-based activity that the<br />

players perceive as fun” (Klopfer, 2008). Students are motivated<br />

by competition, challenge, and the ability to tell a story through<br />

interaction using the computer (Prenksy, 2001). The use <strong>of</strong> BYOB<br />

allowed students the interaction <strong>of</strong> creating the games along with<br />

the challenge <strong>of</strong> learning algebra in or<strong>der</strong> to make the game<br />

function properly.<br />

The workshop provided students the opportunity to work with<br />

educational gaming s<strong>of</strong>tware that they had not been privy to<br />

before. The actual learning <strong>of</strong> the s<strong>of</strong>tware motivated them to<br />

figure out the math problems in or<strong>der</strong> to have their games function<br />

properly. The use <strong>of</strong> the computer gaming s<strong>of</strong>tware was a catalyst<br />

to having students work on algebra problems that they would<br />

previously shied away from.<br />

4. SUMMARY<br />

Due to the positive feedback from students and teachers, we will<br />

use the format <strong>of</strong> this workshop as a template for a series <strong>of</strong><br />

computer science and math workshops. Through continuing to<br />

<strong>of</strong>fer opportunities for students to see the relevance <strong>of</strong> computer<br />

science and other disciplines, the outcome would predict<br />

increased interest and application.<br />

5. REFERENCES<br />

[1] (2005, January 1). Retrieved from Computer Science Teachers<br />

Association website: http://csta.acm.org/<br />

[2] (2012, January 1). Retrieved from National Center for Women<br />

and Information Technology website: http://www.ncwit.org/<br />

[3] Gal-Ezer, J., Beeri, C., Harel, D., & Yehudai, A. (1995). A<br />

high-school program in computer science. Computer Science,<br />

28(10), 73-80.<br />

[4] Klopfer, E. (2008). Augmented learning: Research and design<br />

<strong>of</strong> mobile educational games. Cambridge, MA: MIT Press.<br />

[5] Prensky, M. 2001. Digital game-based learning. New York:<br />

McGraw Hill.<br />

[6] Yu, Y. T. and Lau, M. F. (2006). A comparison <strong>of</strong> MC/DC,<br />

MUMCUT and several other coverage criteria for logical<br />

decisions. J. Syst. S<strong>of</strong>tw. 79, 5 (May. 2006), 577-590. DOI=<br />

http://dx.doi.org/10.1016/j.jss.2005.05.030.

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