##plugins.themes.bootstrap3.article.main##

This work proposes an educational scenario of game-based learning. The scenario is based on a novel serious game, that gets high school students acquainted with the Sustainable Development Goals (SDGs) and promotes the development of their computational thinking skills. Game-based learning is built upon collaborative problem solving and evolves around an interactive story augmented with small quests/inquiries.

Students work together to navigate the serious game on the SDGs. As students complete SDGs-related quests/inquiries, the story evolves. The challenge is a game expansion with custom settings (backdrops/avatars) that will take place in Scratch, allowing students to differentiate their learning path. For the game, that was developed in Scratch visual programming environment, this works suggests an educational scenario and indicative student activities for hybrid (synchronous and asynchronous) education. Using the Flipped Classroom instructional strategy, the scenario starts asynchronously, unfolds synchronously, and is completed asynchronously.

The proposed serious game follows the guided discovery method for the acquaintance with the SDGs and the accompanying educational scenario aims for students to acquire the required programming skills to develop a small interactive application on the SDGs. Through game expansion challenge students hone their programming skills in a purposeful and entertaining way. An evaluation by students concludes the work.

Downloads

Download data is not yet available.

References

  1. Rossano V, Roselli T. Game-based learning as effective learning method: an application of digital storytelling. In 2018 22nd International Conference Information Visualisation (IV) 2018 Jul 10 (pp. 542–546). IEEE.
     Google Scholar
  2. Darejeh A, Salim SS. Gamification solutions to enhance software user engagement—a systematic review. International Journal of Human-Computer Interaction. 2016 Aug 2;32(8):613–42.
     Google Scholar
  3. Lou Y, Abrami PC, Spence JC, Poulsen C, Chambers B, d’Apollonia S. Within-class grouping: A meta-analysis. Review of Educational Research. 1996 Dec;66(4):423–58.
     Google Scholar
  4. Steenbergen-Hu S, Makel MC, Olszewski-Kubilius P. What one hundred years of research says about the effects of ability grouping and acceleration on K–12 students’ academic achievement: Findings of two second-order meta-analyses. Review of Educational Research. 2016 Dec;86(4):849–99.
     Google Scholar
  5. Knutas A, Ikonen J, Maggiorini D, Ripamonti L, Porras J. Creating student interaction profiles for adaptive collaboration gamification design. International Journal of Human Capital and Information Technology Professionals (IJHCITP). 2016 Jul 1;7(3):47–62.
     Google Scholar
  6. Orji R, Tondello GF, Nacke LE. Personalizing persuasive strategies in gameful systems to gamification user types. In Proceedings of the ACM Conference on Human Factors in Computing Systems, 2018 Apr 21 (pp. 1–14).
     Google Scholar
  7. Paiva R, Barbosa A, Batista E, Pimentel D, Bittencourt II. Badges and XP: an observational study about learning. In 2015 IEEE Frontiers in Education Conference (FIE) 2015 Oct 21 (pp. 1–8). IEEE.
     Google Scholar
  8. Gesellschaft für Informatik e. V., Hrsg.: Informatikmonitor, Stand der Informatikbildung in Deutschland, 15. März 2021. https://informatik-monitor.de/, 2022. [Online; accessed 31 July 2022].
     Google Scholar
  9. Computer Science Unplugged – Activities. https://classic.csunplugged.org/activities/, 2022. [Online; accessed 31-July-2022].
     Google Scholar
  10. Thapliyal M, Ahuja NJ, Shankar A, Cheng X, Kumar M. A differentiated learning environment in domain model for learning disabled learners. Journal of Computing in Higher Education. 2022 Apr;34(1):60–82.
     Google Scholar
  11. Smale-Jacobse AE, Meijer A, Helms-Lorenz M, Maulana R. Differentiated instruction in secondary education: A systematic review of research evidence. Frontiers in psychology. 2019 Nov 22;10:2366.
     Google Scholar
  12. UN, Go goals!, SDG board game for children. https://go-goals.org/el//, 2022. [Online; accessed 31 July 2022].
     Google Scholar
  13. UN, Student resources – Learning about sustainable development from an early age. https://www.un.org/sustainabledevelopment/student-resources/, 2022. [Online; accessed 31 July 2022].
     Google Scholar
  14. Dörner R, Göbel S, Effelsberg W, Wiemeyer J. Serious games. Cham: Springer; 2016.
     Google Scholar
  15. Djaouti D, Alvarez J, Jessel JP, Rampnoux O. Origins of serious games. In Serious Games and Edutainment Applications 2011 (pp. 25–43). Springer, London.
     Google Scholar
  16. Bellotti F, Kapralos B, Lee K, Moreno-Ger P, Berta R. Assessment in and of serious games: an overview. Advances in Human-Computer Interaction. 2013 Feb;2013.
     Google Scholar
  17. Busch M, Mattheiss E, Orji R, Marczewski A, Hochleitner W, Lankes M, Nacke LE, Tscheligi M. Personalization in serious and persuasive games and gamified interactions. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015 Oct 5 (pp. 811–816).
     Google Scholar
  18. Göbel S, Wendel V. Personalization and adaptation. In Serious Games 2016 (pp. 161–210). Springer, Cham.
     Google Scholar
  19. Boyle EA, Hainey T, Connolly TM, Gray G, Earp J, Ott M, Lim T, Ninaus M, Ribeiro C, Pereira J. An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education. 2016 Mar 1;94:178–92.
     Google Scholar
  20. Gill AJ, French RM, Gergle D, Oberlander J. The language of emotion in short blog texts. In Proceedings of the 2008 ACM conference on Computer Supported Cooperative Work 2008 Nov 8 (pp. 299–302).
     Google Scholar