The Future of Education

Edition 14

Accepted Abstracts

A Game Blended Learning Approach for Learning C Programming Language in Higher Education to Enhance Students’ Motivation and Achievement

Kannika Daungcharone, College of Arts, Media, and Technology, Chiang Mai University 239 Huaykaew Rd., Suthep, Muang, Chiang Mai 50200 (Thailand)

Abstract

To date, the learning styles have changed dramatically from the past. The main factor that affects learning format is technology such as the computer, internet, and modern gadgets. Various learning tools and medium are developed for supporting leaning especially the e-learning system and the educational game. In accordance with the more enjoyable and flexible learning model is needed in the C programming language classroom for higher education.  This study created the new learning environment named “Game Blended Learning Approach: GBLA” by blending the C programming language mobile game with the traditional classroom to enhance the university students’ motivation to learn and learning achievement. Furthermore, this study also explored the different students’ learning achievement and motivation to learn among male and female students. An analysis freshmen show that using the game as a cognitive tool in part of the lecture-based learning had significantly positive differences of C programming language motivations and achievement. It supports the notion that students can achieve C programming language performance through the game.

Keywords: C Programming, Blended Learning Approach, Game-Based Learning, Higher Education; 

References:
[1] Mayer, I., Warmelink, H., & Bekebrede, G. (2013). Learning in a game-based virtual environment: a comparative evaluation in higher education. European Journal of Engineering Education, 38(1), 85-106.
[2] Qian, M., & Clark, K. R. (2016). Game-based learning and 21st-century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.
[3] Yang, Y.T.C., (2008). A catalyst for teaching critical thinking in a large university class in Taiwan: Asynchronous online discussions with the facilitation of teaching assistants. Educational Technology Research and Development, 56 (3), 241–264.

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