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Development and Application Study of Coding Learning Game Using Augmented Reality-Based Tangible Block Chips for Children of Low Age Groups

Authors
Kim, Nayoung
Issue Date
2023
Publisher
Springer Science and Business Media Deutschland GmbH
Keywords
Augmented reality coding game; Educational game
Citation
Communications in Computer and Information Science, v.1834 CCIS, pp.267 - 272
Journal Title
Communications in Computer and Information Science
Volume
1834 CCIS
Start Page
267
End Page
272
URI
https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/31680
DOI
10.1007/978-3-031-35998-9_37
ISSN
1865-0929
Abstract
As the importance of coding education has recently increased, various methods are being attempted to increase learning efficiency rather than conventional education platforms. Among them, due to the educational effect and change in perception of games, research on coding education platforms that combine games and learning is being actively conducted. In particular, by solving various problem situations through games, not just games for fun, the positive effects of education using games such as logical thinking, problem-solving ability, and ability to deal with situations are currently attracted. In this study, a coding education game was developed in which the game itself becomes a coding education by integrating coding education with games. Furthermore, a computational thinking training game using an augmented reality-based tangible block chip was developed for children of low age groups who are inexperienced in mobile or PC environments. Then, after playing the coding game learning for children and parents, feedback on the user experience was investigated. A questionnaire and individual interviews were conducted on the usefulness, interest, recommendation, and overall satisfaction of a coding learning game for parents with children of the low-age group. Finally, by examining the pros and cons of a coding learning game using an augmented reality-based tangible block chip, we suggest effective coding learning for children of the low-age group. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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