2. M
AIN PART
The purpose of this research is to investigate whether the creation of computer games in a traditional elementary school
environment can support the learning of game design and programming concepts. Although is good for students in learning coding
and important research in this area. However, these benefits are still to be debated, and the teaching methods of program design are
relatively underdeveloped. With this in mind, a project with constructivism as the theoretical framework was designed and
implemented. In addition, Microsoft's Kodu Game Lab is also used for student game development. The project lasted for nearly
one academic year (52 hours of course), and the target group was fifth grade students (10 to 11 years old). 138 students from five
schools in Athens, Greece participated in the competition. The students are divided into three groups. Although all groups work in
pairs, the first group does not have teacher guidance, the second group does not have teacher guidance, and the third group uses a
combination of teacher guidance and pairing work. Each team developed three increasingly complex games and analyzed a total of
207 games. Collect data by analyzing student games and using short quizzes.
This research contributes to the debate surrounding the pedagogy of computer game creation as an instructional
programming tool. This is because very few studies have been conducted on the situation of elementary school students in a
conventional environment. In addition, this research contrasts with most studies involving in-depth research projects, as the
research lasted for nearly an academic year. It is found that the most commonly used programming concept is the concept of
conditions, followed by variables and loops, while logic and Boolean functions are the least used. The most problematic concepts
are Boolean logic and loops, followed by functions. The least problematic concepts are conditions and variables. In addition, the
number of programming concepts used in each game has increased, while errors have decreased.
However, according to the revised version of the SOLO taxonomy, the final game of the student belongs to the relational
level. Although the survey results show that in addition to learning some basic programming concepts, students also like this
activity and show a positive attitude towards the learning they have learned. Game development programming; also found that the
teaching method has no effect on learning outcomes or insights in creating games. Suggestions for practitioners can consider using
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