Show simple item record

dc.contributor.advisorHaahr, Madsen
dc.contributor.authorRojas-Salazar, Alberto Joséen
dc.date.accessioned2022-03-22T07:07:01Z
dc.date.available2022-03-22T07:07:01Z
dc.date.issued2022en
dc.date.submitted2022en
dc.identifier.citationRojas-Salazar, Alberto José, Game-Based Learning of Data Structures Based onAnalogies: Learning Gains andIntrinsic Motivation in Higher Education Environments, Trinity College Dublin.School of Computer Science & Statistics, 2022en
dc.identifier.otherYen
dc.descriptionAPPROVEDen
dc.description.abstractMany researchers have considered video games as effective learning tools. According to them, video games can increase intrinsic motivation and promote active learning. However, video games are a flexible medium, and they allow the integration of many learning theories and pedagogical approaches. This dissertation is concerned with exploring and evaluating the use of video games for learning based on analogies to facilitate learning conceptual knowledge, specifically binary search tree conceptual knowledge. The hypothesis of the thesis is that video games for learning based on analogies are effective tools to teach non-intuitive conceptual knowledge. To verify our hypothesis, first, a systematic literature review concerning video games for learning that focus on data structures was conducted. Specifically, the review focused on the game elements used to convey learning, the learning aspects of the game, and the evaluation methodologies followed. Second, a review of literature concerning design of learning experiences, entertainment game design, and design for video games for learning was performed. Informed by this review, a game design framework for video games for learning was developed. Third, an action-adventure video game based on analogies that focuses on binary search trees called DS-Hacker was designed and developed using our framework. Fourth, an assessment tool that measures conceptual knowledge about binary search trees was developed and validated. Fifth, two evaluations were performed to verify the effectiveness of our video game as a tool for learning. Our findings show that video games for learning can teach abstract conceptual knowledge with an efficacy that is comparable to other traditional digital methods, such as video lectures. However, regarding intrinsic motivation, they are more motivating than traditional digital methods. Regarding the pedagogical approach, analogies embedded in the game rules and game mechanics are effective and facilitate the acquisition of new information. Furthermore, the level of realism of video games can slightly affect learning gains. However, this is caused by game elements that increase the external cognitive load. The contributions of this thesis relate to the knowledge about game-based learning based on analogies that efficiently achieve learning objectives. First, the thesis identifies characteristics, such as strengths and weaknesses, of existing video games for learning that focus on data structures through the systematic literature review. Second, the thesis presents an approach for the design and development of games for learning, which emphasizes the alignment of the context, the learning aspects, and the game design aspects. Third, the thesis presents a validated assessment tool to measure binary search tree conceptual knowledge that generates measures with scale properties that can be used in computer science education research. Finally, an original video game for learning data structures was used to validate the game design framework and to evaluate the efficacy of game-based learning based on analogies.en
dc.publisherTrinity College Dublin. School of Computer Science & Statistics. Discipline of Computer Scienceen
dc.rightsYen
dc.subjectanalogiesen
dc.subjectdata structuresen
dc.subjectgame-based learningen
dc.subjecthigher educationen
dc.subjectserious gamesen
dc.titleGame-Based Learning of Data Structures Based onAnalogies: Learning Gains andIntrinsic Motivation in Higher Education Environmentsen
dc.typeThesisen
dc.relation.referencesLawrence, R. (2004). Teaching data structures using competitive games. IEEE Transactions on Education, 47(4), 459 466. https://doi.org/10.1109/TE.2004.825053en
dc.relation.referencesHuizinga, J. (1955). Homo ludens: A study of the play-element in culture. /z-wcorg/.en
dc.relation.referencesJuul, J. (2005). Half-Real: Video Games Between Real Rules and Fictional Worlds. The MIT Press.en
dc.type.supercollectionthesis_dissertationsen
dc.type.supercollectionrefereed_publicationsen
dc.type.qualificationlevelDoctoralen
dc.identifier.peoplefinderurlhttps://tcdlocalportal.tcd.ie/pls/EnterApex/f?p=800:71:0::::P71_USERNAME:ROJASSAAen
dc.identifier.rssinternalid239782en
dc.rights.ecaccessrightsopenAccess
dc.contributor.sponsorUniversity of Costa Ricaen
dc.identifier.urihttp://hdl.handle.net/2262/98335


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record