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IJIET 2024 Vol.14(7): 910-919
doi: 10.18178/ijiet.2024.14.7.2117

Enhancing Student Learning and Engagement with Object- Oriented Block-Based Programming Tool

Xavier Jia Le Chin1, Chee Kiat Seow2, Yiyu Cai3, Yongqing Zhu4, Min Wang5, and and Qi Cao2,*
1. School of Computing Science, University of Glasgow, Singapore
2. School of Computing Science, University of Glasgow, Glasgow, Scotland, UK
3. School of Mechanical and Aerospace Engineering, Nanyang Technological University, Singapore
4. School of Science and Technology, Singapore University of Social Sciences, Singapore
5. School of Information Science and Technology, Guangdong University of Foreign Studies, Guangzhou, China
Email: 2002058@sit.singaporetech.edu.sg (X.J.L.C.); CheeKiat.Seow@glasgow.ac.uk (C.K.S.); myycai@ntu.edu.sg (Y.C.); yqzhu@suss.edu.sg (Y.Z.); wangmin@gdufs.edu.cn (M.W.); qi.cao@glasgow.ac.uk (Q.C.)
*Corresponding author

Manuscript received February 18, 2024; revised March 8, 2024; accepted April 8, 2024; published July 9, 2024

Abstract—Technologies have been adopted and integrated into various aspects of life, including education and learning. Gamified learning is effective to promote student learning and motivations. Object-Oriented Programming (OOP) is a fundamental topic taught to university students, and in certain countries, it is introduced as an enrichment course for younger students. It is beneficial to develop young students on the interests in software programming. Equipping younger students with essential programming skills will be helpful and better prepare them to excel in the digital age in the future. This research leverages the benefits of gamification to enhance student engagement by developing an educational game for teaching OOP. The developed educational visual programming tool simplifies complex OOP concepts and engagingly presents them through the medium of a game. It provides an alternative learning approach to visualizing and understanding OOP. The study yielded positive results, with improved test scores and a more consistent performance. It highlights the effectiveness of this approach in teaching OOP. The positive feedback from students regarding their enjoyment of gameplay also shows the potential of gamified learning in enhancing engagement.

Keywords—object-oriented programming, gamified learning, block-based programming, interactive game building

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Cite: Xavier Jia Le Chin, Chee Kiat Seow, Yiyu Cai, Yongqing Zhu, Min Wang, and Qi Cao, "Enhancing Student Learning and Engagement with Object- Oriented Block-Based Programming Tool," International Journal of Information and Education Technology vol. 14, no. 7, pp. 910-919, 2024.


Copyright © 2024 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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