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Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A Review

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Data structures and recursive algorithms are challenging concepts to learn because they are abstract and difficult to relate to familiar knowledge. Many researchers suggest that digital serious games may be a good tool to facilitate the learning process of these topics. This article presents a review of currently available digital serious games for learning that focus on teaching data structures and recursive algorithms. The review identifies and classifies the specific data structures and recursive algorithms covered by those games, analyzes the learning theoretical foundations for the games, and assesses the studies performed to evaluate the effectiveness of the games.

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... There also remains the challenge of finding the right match and balancing the interactions among various target groups (e.g., age, gender, motivation), contexts (e.g., cultural, schools, content/curriculum), and serious gaming to create actual learning using an engaging gaming approach. The background of using serious games in education (and, in this study, within chemistry), is based on the idea that games, because of their ability to engage end excite [2,3,6,[9][10][11][32][33][34][35]; can provide a level of learning engagement among pupils. However, it is extremely challenging to outline evidence for improved learning using serious games. ...
... Previous studies have mainly used pre/post-test, surveys and questionnaires, observations, and interviews [2,3,6,[9][10][11][32][33][34][35] when evaluating serious game with learning purposes targeting pupils and students. A part of the novelty in this study is to learn from this past work, and improve the methodology by including a substantial work in both the teacher involvement, pilot-testing, and evaluation. ...
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This study is initial experiences in the design and evaluation of a serious game to supplement pupils’ understanding of molecular structures in chemistry. 27 pupils were included in the study, aged 13–14, with 16 boys and 11 girls. All participants were recruited from two chemistry classes at a Danish elementary school in Copenhagen. A formative evaluation consisted of both a questionnaire, observations, and interviews. The questionnaire was inspired by the User Engagement Scale (UES) short-form. Designing a serious game for pupils with the aim to increase the understanding of molecular structures, is not an easy task. This serious game was to some extend able to engage the pupils within the subject of chemistry. The game itself was reported to be very engaging, but the specific learning outcomes remains uncertain. We can conclude that the serious game was visually appealing, the pupils were absorbed in the game, and wanted to continue playing. However, the designed serious game was also a bit confusing and made too difficult, resulting in frustrations for the pupils. Further, there are still some important challenges in how to increase the validity and reliability when evaluating serious games with children and adolescent as the users.
... The review's findings revealed that over 81% of the studies "did not utilize any well-defined model or method for conducting the evaluation" [27]. Similarly, in another review focusing on video games for learning data structures and recursion, Rojas-Salazar and Haahr [32] discovered 15 video games and 2 bundles of mini-games. The results indicated that 35% of the games lacked a theoretical foundation on how people learn, 35% did not employ a well-defined evaluation method, and 24% of the games were not evaluated at all. ...
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This paper presents a comprehensive evaluation of an educational video game, DS-Hacker 3D, that incorporates analogies to enhance the learning of conceptual knowledge in computer science, specifically Binary Search Tree (BST) concepts. The study addresses the challenges students face in understanding complex computer science topics and the limited availability of well-evaluated educational video games in the field. DS-Hacker 3D targets undergraduate students and follows a constructivist learning approach, establishing connections between new information and familiar knowledge through analogies. The evaluation includes validated assessment tools to measure learning outcomes and intrinsic motivation. The results demonstrate the effectiveness of the educational video game in facilitating the acquisition of BST conceptual knowledge and promoting intrinsic motivation. The study contributes to the development of educational video games for teaching computer science concepts.
... In a comprehensive systematic literature review, Petri and Gresse von Wangenheim [9] found 108 games and 117 evaluations related to the computer science field. However, as of 2020, only sixteen educational video games focusing on data structures were reported in the academic literature [11]. ...
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Especially in times of distance learning, educational institutions need to diversify their digital teaching methods. Often, they offer only few opportunities for interaction, which is, however, essential for learning motivation. To integrate motivational aspects into digital teaching, this study tests digital games for their compatibility with a learning objectives catalogue of economics. Numerous studies have already shown that serious games have positive effects on learning motivation. In this study, however, not only serious games are considered, but also entertainment games. The main findings include that, on average, there is a 57% thematic overlap with the learning objectives catalogue. 20% of the objectives are explained in a way that makes abstract application possible. The thematic overlap of serious and entertainment games is nearly the same. The results show that there is a lack of games that are compatible with the considered learning catalogue. Remarkably, on average no major differences regarding knowledge transfer were found between the analysed serious and entertainment Games.
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