Paper title:

Impact of Learning Computer Science in the Side Scrolling 2D Forms

DOI: https://doi.org/10.4316/JACSM.202301001
Published in: Issue 1, (Vol. 17) / 2023
Publishing date: 2023-04-09
Pages: 9-14
Author(s): JONATHAN Louis, ISTIONO Wirawan
Abstract. In the current era, digital games have been adopted as a part of teaching and learning tools in education and learning. Digital games can motivate users, attract interest in playing games, and learn what is offered. Object-oriented programming (OOP) is one of today's most important programming paradigms because it can help solve team problems in large systems. The conventional teaching system is considered insufficient for educating students in programming courses. Other studies have also shown that students have difficulty learning OOP. In this research, the Fisher-Yates Shuffle Algorithm is used for randomizing the question in educational game form. The results were obtained using the GUESS-18 modelling to get the user acceptance of the educational game OOP learning media using the Fisher- Yates algorithm with a user acceptance rate of 88.45%, meaning the user is “very satisfied” with the game being played. Based on this level of acceptance, it can be concluded that the 2D Platformer game for OOP learning media with the Fisher-Yates algorithm can be an alternative OOP learning media for users.
Keywords: Learning In The Games Forms, Computer Science Subject, Fisher Yates Algorithm, Play And Learn
References:

1. A. Hasni and P. Potvin, “Student’s interest in science and technology and its relationships with teaching methods, family context and self-efficacy,” International Journal of Environmental and Science Education, vol. 10, no. 3, pp. 337–366, 2015, doi: 10.12973/ijese.2015.249a.

2. F. L. Khaleel, N. S. Ashaari, T. S. M. T. Wook, and A. Ismail, “Gamification elements for learning applications,” International Journal on Advanced Science, Engineering and Information Technology, vol. 6, no. 6, pp. 868–874, 2016, doi: 10.18517/ijaseit.6.6.1379.

3. W. S. Ravyse, A. Seugnet Blignaut, V. Leendertz, and A. Woolner, “Success factors for serious games to enhance learning: a systematic review,” Virtual Reality Springer Nature, vol. 21, no. 1, pp. 31–58, 2017, doi: 10.1007/s10055-016-0298-4.

4. W. Istiono, “Education Games To Learn Basic Algorithm With Near Isometric Projection Method,” INTERNATIONAL JOURNAL OF ADVANCED STUDIES IN COMPUTER SCIENCE & ENGINEERING, vol. 8, no. 7, pp. 6–10, 2019, doi: 10.31227/osf.io/yuzn7.

5. J. C. Young, M. B. Kristanda, and S. Hansun, “ARmatika: 3D game for arithmetic learning with Augmented Reality technology,” 2016 International Conference on Informatics and Computing, ICIC 2016, no. Icic, pp. 355–360, 2017, doi: 10.1109/IAC.2016.7905744.

6. R. Al-Azawi, F. Al-Faliti, and M. Al-Blushi, “Educational Gamification Vs. Game Based Learning: Comparative Study,” International Journal of Innovation, Management and Technology, vol. 7, no. 4, pp. 131–136, 2016, doi: 10.18178/ijimt.2016.7.4.659.

7. M. M. Ariffin, A. Oxley, and S. Sulaiman, “Evaluating Game-based Learning Effectiveness in Higher Education,” Procedia - Social and Behavioral Sciences, vol. 123, pp. 20–27, 2014, doi: 10.1016/j.sbspro.2014.01.1393.

8. G. Sideris and S. Xinogalos, “PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python,” Simulation and Gaming, vol. 50, no. 6, pp. 754–770, 2019, doi: 10.1177/1046878119872797.

9. D. Wheat, M. Masek, C. P. Lam, and P. Hingston, “Dynamic Difficulty Adjustment in 2D Platformers through Agent-Based Procedural Level Generation,” Proceedings - 2015 IEEE International Conference on Systems, Man, and Cybernetics, SMC 2015, no. June 2017, pp. 2778–2785, 2016, doi: 10.1109/SMC.2015.485.

10. N. Ragonis and M. Ben-Ari, “A long-term investigation of the comprehension of OOP concepts by novices,” Computer Science Education, vol. 15, no. 3, pp. 203–221, 2005, doi: 10.1080/08993400500224310.

11. M. Esteves and A. J. Mendes, “A simulation tool to help learning of object oriented programming basics,” Proceedings - Frontiers in Education Conference, FIE, vol. 2, pp. 7–12, 2004, doi: 10.1109/fie.2004.1408649.

12. G. Low and S. Huan, “Impact of object oriented development on software quality,” Proceedings - Software Technology and Engineering Practice, STEP 1999, no. March, pp. 3–11, 1999, doi: 10.1109/STEP.1999.798402.

13. A. E. Rais, S. Sulaiman, and S. M. Syed-Mohamad, “Game-based approach and its feasibility to support the learning of object-oriented concepts and programming,” 2011 5th Malaysian Conference in Software Engineering, MySEC 2011, pp. 307–312, 2011, doi: 10.1109/MySEC.2011.6140689.

14. T. Diaz-Leyva and O. Chamorro-Atalaya, “Analysis of learning difficulties in object oriented programming in systems engineering students at UNTELS,” Advances in Science, Technology and Engineering Systems, vol. 5, no. 6, pp. 1704–1709, 2020, doi: 10.25046/AJ0506203.

15. L. Bashiru and A. A. Joseph, “Learning Difficulties of Object Oriented Programming ( Oop ) in University of Ilorin - Nigeria : Students ’ Perspectives,” Proceedings of Eighth TheIIER-Science Plus International Conference, vol. 3, no. January, pp. 56–61, 2015.

16. C. C. Lin, Z. C. Liu, C. L. Chang, and Y. W. Lin, “A Genetic Algorithm-Based Personalized Remedial Learning System for Learning Object-Oriented Concepts of Java,” IEEE Transactions on Education, vol. 62, no. 4, pp. 237–245, 2019, doi: 10.1109/TE.2018.2876663.

17. M. Yadav, P. R. Gautam, V. Shokeen, and P. K. Singhal, “Modern Fisher–Yates Shuffling Based Random Interleaver Design for SCFDMA-IDMA Systems,” Wireless Personal Communications, vol. 97, no. 1, pp. 63–73, 2017, doi: 10.1007/s11277-017-4492-9.

18. F. Panca Juniawan, H. Arie Pradana, Laurentinus, and D. Yuny Sylfania, “Performance comparison of linear congruent method and fisher-yates shuffle for data randomization,” Journal of Physics: Conference Series, vol. 1196, no. 1, 2019, doi: 10.1088/1742-6596/1196/1/012035.

19. A. THEODORAKI and S. XINOGALOS, “Studying Students’ Attitudes on Using Examples of Game Source Code for Learning Programming,” Informatics in Education, vol. 13, no. 2, pp. 265–277, 2014, doi: 10.15388/infedu.2014.16.

20. T. Brinda, M. Kramer, P. Hubwieser, and A. Ruf, “Towards a competency model for object-oriented programming,” Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE, vol. 2015-June, p. 345, 2015, doi: 10.1145/2729094.2754848.

21. N. Bouali, E. Nygren, S. S. Oyelere, J. Suhonen, and V. Cavalli-Sforza, “Imikode: A VR game to introduce OOP concepts,” ACM International Conference Proceeding Series, 2019, doi: 10.1145/3364510.3366149.

22. M. Berges and P. Hubwieser, “Minimally invasive programming courses - Learning oop with(out) instruction,” SIGCSE’11 - Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, pp. 87–92, 2011, doi: 10.1145/1953163.1953195.

23. Y. Hosanee and S. Panchoo, “An enhanced software tool to aid novices in learning Object Oriented Programming (OOP),” International Conference on Computing, Communication and Security (ICCCS), pp. 1–7, 2016, doi: 10.1109/cccs.2015.7374197.

24. V. Shokeen, M. Yadav, and P. Kumar Singhal, “Comparative Analysis of FLR Approach Based Inverse Tree and Modern Fisher-Yates Algorithm Based Random Interleavers for IDMA Systems,” Proceedings of the 8th International Conference Confluence 2018 on Cloud Computing, Data Science and Engineering, Confluence 2018, pp. 447–452, 2018, doi: 10.1109/CONFLUENCE.2018.8442676.

25. Yusfrizal, D. Adhar, U. Indriani, E. Panggabean, A. Sabir, and H. Kurniawan, “Application of the Fisher-Yates Shuffle Algorithm in the Game Matching the World Monument Picture,” 2020 2nd International Conference on Cybernetics and Intelligent System, ICORIS 2020, 2020, doi: 10.1109/ICORIS50180.2020.9320766.

26. M. H. Phan, J. R. Keebler, and B. S. Chaparro, “The Development and Validation of the Game User Experience Satisfaction Scale (GUESS),” Human Factors, vol. 58, no. 8, pp. 1217–1247, 2016, doi: 10.1177/0018720816669646.

Back to the journal content
Creative Commons License
This article is licensed under a
Creative Commons Attribution-ShareAlike 4.0 International License.
Home | Editorial Board | Author info | Archive | Contact
Copyright JACSM 2007-2024