The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning

Li‐Chun Wang, Ming‐Puu Chen

Innovations in Education and Teaching International · 2010 · 328 citations · 10 references

Concepts

TL;DR

Learning to program is challenging for novices, even for computer science undergraduates. The study examined how game strategy and preference‑matching affect novice programmers’ flow experience and performance in an experiential gaming activity. One hundred fifteen novices were assigned to either a matching‑challenging or a challenging strategy group based on their preferences. Results indicated the challenging group experienced higher flow, the matching strategy improved performance, and preference‑mismatched learners compensated by performing better in challenging gameplay. Keywords: game‑based learning, experiential learning, programming, supported by Taiwan’s National Science Council (NSC 96‑2629‑S‑003‑001, NSC 97‑2511‑S‑003‑008‑MY2).

Abstract

Abstract Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference‐matching on novice learners’ flow experience and performance in learning to program using an experiential gaming activity. One hundred and fifteen novices participated in the experimental activity. Two types of game strategy were employed: the matching‐challenging strategy and the challenging strategy. Participants were categorised into one or other of the two groups based on individual preferences. The results of the study showed that: (1) the challenging group had higher flow experiences than the matching‐challenging group; (2) participants’ performance was enhanced with the use of the matching strategy; and (3) a compensation effect existed among the preference‐mismatched learners who performed better in the challenging game‐play. Keywords: game‐based learningexperiential learningprogramming Acknowledgement This study was supported by the National Science Council of Taiwan under the Grants NSC 96‐2629‐S‐003‐001 and NSC 97‐2511‐S‐003‐008‐MY2.

References

10