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    Por favor, use este identificador para citar o enlazar este ítem:https://uvadoc.uva.es/handle/10324/76287

    Título
    Studying the Effectiveness of Games as an Extracurricular Activity in a Higher Education Programming Course
    Autor
    Arias Herguedas, SilviaAutoridad UVA Orcid
    Pisabarro Marrón, Alma MaríaAutoridad UVA
    Vivaracho Pascual, Carlos EnriqueAutoridad UVA Orcid
    Ortega Arranz, AlejandroAutoridad UVA
    Jiménez Gil, Luis IgnacioAutoridad UVA Orcid
    Año del Documento
    2025
    Editorial
    John Wiley & Sons Ltd.
    Descripción
    Producción Científica
    Documento Fuente
    Computer Applications in Engineering Education, 2025, vol. 33, n. 2. e70000
    Abstract
    Higher 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.
    Materias (normalizadas)
    Computer science
    Games
    Higher education
    Palabras Clave
    Computer science
    Extracurricular activity
    Fundamentals of programming
    Games
    Higher education
    ISSN
    1061-3773
    Revisión por pares
    SI
    DOI
    10.1002/cae.70000
    Patrocinador
    Este trabajo forma parte del proyecto de investigación: Ministerio de Ciencia, Innovación y Universidades, Grant: MCIN/AEI/10.13039/501100011033/FEDER,EU
    Version del Editor
    https://onlinelibrary.wiley.com/doi/full/10.1002/cae.70000
    Propietario de los Derechos
    © 2025 The Author(s)
    Idioma
    eng
    URI
    https://uvadoc.uva.es/handle/10324/76287
    Tipo de versión
    info:eu-repo/semantics/publishedVersion
    Derechos
    openAccess
    Collections
    • DEP41 - Artículos de revista [110]
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    Attribution-NonCommercial-NoDerivatives 4.0 InternacionalExcept where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 Internacional

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