Coding and environmental education: a game to trigger knowledge acquisition

The use of video games as an educational tool is gaining in popularity. The concept of serious games, which combine playful elements to foster learning, has been widely proven to be addictive. The ability of serious games to improve problem-solving, promote the acquisition of knowledge and skills, a...

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Bibliographic Details
Published in2024 IEEE International Conference on Advanced Learning Technologies (ICALT) pp. 53 - 54
Main Authors Gentile, Enrica, Plantamura, Paola, Rossano, Veronica
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.07.2024
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ISSN2161-377X
DOI10.1109/ICALT61570.2024.00022

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Summary:The use of video games as an educational tool is gaining in popularity. The concept of serious games, which combine playful elements to foster learning, has been widely proven to be addictive. The ability of serious games to improve problem-solving, promote the acquisition of knowledge and skills, and foster involvement and motivation are key elements that make them effective educational tools in various fields. The contribution presents the prototype Dorobot, a serious game developed with a dual purpose: to improve students' programming and problem-solving skills and in the meanwhile to promote awareness of environmental sustainability. The game is addressed to students in early grades of secondary schools and the pilot study yielded encouraging results regarding user appreciation and effectiveness in learning acquisition.
ISSN:2161-377X
DOI:10.1109/ICALT61570.2024.00022