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dc.contributor.authorArias Herguedas, Silvia 
dc.contributor.authorPisabarro Marrón, Alma María 
dc.contributor.authorVivaracho Pascual, Carlos Enrique 
dc.contributor.authorOrtega Arranz, Alejandro 
dc.contributor.authorJiménez Gil, Luis Ignacio 
dc.date.accessioned2025-07-08T08:36:37Z
dc.date.available2025-07-08T08:36:37Z
dc.date.issued2025
dc.identifier.citationComputer Applications in Engineering Education, 2025, vol. 33, n. 2. e70000es
dc.identifier.issn1061-3773es
dc.identifier.urihttps://uvadoc.uva.es/handle/10324/76287
dc.descriptionProducción Científicaes
dc.description.abstractHigher Education programming courses usually present high levels of student failure and drop-out rates. Given this context, the use of educational video games is proposed as a strategy to increase the students' motivation and engagement, thus helping diminish such rates. However, there is a lack of empirical studies examining such effects, especially when they are proposed outside the formal curriculum (i.e., extracurricular) and when the students are enrolled in different Higher Education bachelors. This paper presents a cross-sectional study following a between-subjects design with 315 students (168 assigned to the experimental condition, 147 to the control condition) enrolled in one of the following bachelors: B.S. in Computer Science (where programming is a core subject), and B.S. in Statistics (where it is not). The study spanned two consecutive academic years. The outcomes were evaluated through a pre-/post-test schema and comparison of final course results to measure the effect on learning (objective assessment) and a survey to get the students' perceptions (subjective assessment). In addition, the level of participation was analyzed and compared between bachelors, considering the optional nature of the activity. Results show statistically significant differences in learning outcomes between the students in the experimental condition and those in the control group, without clear differences between Bachelors (the results are positive for both). In the subjective assessment and participation, the results are also positive, but, in this case, statistically significant differences between bachelors have been observed. These positive outcomes suggest its potential applicability to other Higher Education and Engineering courses.es
dc.format.mimetypeapplication/pdfes
dc.language.isoenges
dc.publisherJohn Wiley & Sons Ltd.es
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectComputer sciencees
dc.subjectGameses
dc.subjectHigher educationes
dc.subject.classificationComputer sciencees
dc.subject.classificationExtracurricular activityes
dc.subject.classificationFundamentals of programminges
dc.subject.classificationGameses
dc.subject.classificationHigher educationes
dc.titleStudying the Effectiveness of Games as an Extracurricular Activity in a Higher Education Programming Coursees
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.holder© 2025 The Author(s)es
dc.identifier.doi10.1002/cae.70000es
dc.relation.publisherversionhttps://onlinelibrary.wiley.com/doi/full/10.1002/cae.70000es
dc.identifier.publicationissue2es
dc.identifier.publicationtitleComputer Applications in Engineering Educationes
dc.identifier.publicationvolume33es
dc.peerreviewedSIes
dc.description.projectEste trabajo forma parte del proyecto de investigación: Ministerio de Ciencia, Innovación y Universidades, Grant: MCIN/AEI/10.13039/501100011033/FEDER,EUes
dc.identifier.essn1099-0542es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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