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TRANSCRIPT
Abstract— This research was an experimental research. The
objective was to compare the achievement of using games in
teaching and regular teaching. It also compared the retention of
using games in teaching and regular teaching. This study was used
the detail of computer programming following by Bachelor of
Science in Technical Education Program in Electrical Engineering
on Flowchart lesson. The sample group in this study student was in
Electrical Engineering, Faculty of Industrial Education of
Rajamangala University of Technology Suvarnabhumi enrolled in
the computer programming subject for the 2ndsemester of 2015
education year. This sample was 20 students and divided into two
groups: 10 students were assigned to the experimental group and
10 students were assigned to the control group. The instruments
played five games include bingo games, Pinball game, UNO game,
Flowchart matching games and Flowchart reels game. The
statistical data analysis was Wilcoxon signed-rank test. The result
of the study showed that the learning achievement of using games
in teaching was higher than the learning achievement of regular
teaching and the retention of using games in teaching was higher
than the retention of regular teaching.
Keywords— Effect of using games in teaching, Games,
Flowchart, Achievement of learning, Retention of learning
I. INTRODUCTION
HE national education act of B.E. 2542 (1999) set up
education management to kept principle that students
can learn, develop themselves and a student was the
most important person. The education management had to
promote students to develop themselves, arrange contents,
and arrange activities to relate with their interesting and
aptitude. [1] The instructor should allow students to more
agile than passive receiver of information from a book or
more agile than from the teacher which only stand up to
teach in the classroom. As mathematics was thinking and
using reason subject to solved problem so that the teacher
should let student to participate in the classroom and we had
to think of interesting requirement of student too. [2]
A playing was activity to relax, has fun and enjoyment
which not only competition but think of useful of playing
that the students would know how to solve problem, forgave,
scarified, interacted, developed body, developed society and
developed intelligence. [3]
Dr. Bunthida Chunngam is with the Computer Engineering Program,
Faculty of Industrial Education, Rajamangala University of Technology
Suvarnabhumi Thailand. (Corresponding author’s
e-mail:[email protected]).
Besides, Kham Mani (2002) said, the using games in
teaching is a procedure to be use for students to learn from
purpose which has been set up. The instructor allowed
students to play by the rules and lesson contents after that
the students took information of playing behavior, playing
method and playing result to conclude about learning. The
purpose of this using games in teaching was to help students
to learn with fun and with challenge of the student’s ability.
The students played by themselves so it made students got
direct experience because students had high participation.
[4]
Alessi (2001) defined meaning of the word “game” which
was a tool to be used for teaching that the playing was
similar to role playing. The situation would be simulated to
get learning and skill, but this role playing would copy from
the fact and it did not matter that game playing would copy
from the fact. The game would give more fun and more
efficiency, if instructor used computer to apply with using
games in teaching. [5] The teaching was extremely
efficiency that it made students to learn by seeing the
pictures, tested, creatively thought and solved problem. The
problems were solved by thinking development with
judgment and analyze to find the solution tangibly,
reasonably and systematically. The tangible is important role
to learn by discovery and problem solving for knowledge
creation. [6]
The importance of activities for achieved learning was
participation in learning, problem solving by themselves and
competitor comparison. These activities would have a
challenge; students would collect all knowledge by
themselves and the result of learning with friends to take
their knowledge to solved problems in game. In summary,
the using games in teaching would emphasize about
students’ role, generated a body of knowledge by
themselves. Students got previous experience and new
experience to connected between each experience to
generated new knowledge so that it made students got
learning, found problem solution, could conclude knowledge
by themselves and can truly applied which correspond with
the teaching of Piaget’s constructive theory. Piaget gave
precedence to the game from his constructive theory that
students liked the game to be activities because it had fun
and enjoyment. Meanwhile, it helped students to generate all
knowledge of his theory. He used game to be a tool to
developed intelligence and children’s social. [7] Besides, the
game helped student to generated knowledge from their
actions. The students knew about the comparison between
activities with friends and attempt of finding to the best
playing method for the next playing so the students could
decide about their success when finish game playing .[8]
Effect of Using Games in Computer
Programming on Flowchart Learning and
Retention for Undergraduate Student
Bunthida Chunngam
T
International Journal of Computer Science and Electronics Engineering (IJCSEE) Volume 3, Issue 3 (2015) ISSN 2320–4028 (Online)
232
A flowchart in Computer programming subject was
related to flowchart design. The symbols were used in
flowchart design that the meaning of each symbol was
important for the students to learned computer programming
because if they did not understand flowchart design, they
would not enable to do programming. The most students did
not understand flowchart design and did not interest teacher
presentation slide because it was a lecture and it was only an
example. The flowchart design was knowledge teaching
which came from system analysis in images or symbols that
programmer could fast and easily understand the step of
programming. Besides, flowchart would help to easily
checked programming syntax. If the program had an error,
they would check the flowchart again so flowchart design
was an important step to do programming and program
running. Moreover, it was self-practice to learn
programming with high level programming language for
next step in beginning university education that most
students had not background of programming. For students’
practices in programming step understanding, the students
should attend to develop program and draw flowchart of
program procedure to be tool in flowchart drawing. Students
could show the result of each step of flowchart that they
drew it.
So, the researcher had to study the result of teaching by
using the game of flowchart design topic in computer
programming subject. The topic was Flowchart for computer
programming teaching management.
II. OBJECTIVE
1. To compare achievement between learning using the
game of the regular teaching
2. To compare retention between learning using the
game of the regular teaching
III. HYPOTHESES
1. The achievement of learning using the game higher
than regular teaching
2. The retention of learning using the game higher than
regular teaching
IV. BENEFIT
1. To knew the result of using game in teaching and
regular teaching that which one gave more achievement and
retention.
2. For teaching development, the research result was
used for basic computer programming and other related
subject activities improvement method.
V. RESEARCH SCOPE
1. This research study was used contents of computer
programming subject following by Bachelor of Science in
Technical Education Program in Electrical Engineering in
flowchart design lesson.
2. The sample group was students in Electrical
Engineering major of the faculty of Industrial Education
which has been registered to studied computer programming
subject of 2nd
semester of 2015 education year. This sample
was 20 students and divided into two groups: 10 students
were assigned to the experimental group and 10 students
were assigned to the control group.
3. Variable
a. Independent variable
I. Using game in teaching
II. Regular teaching
b. Dependent variable
I. Learning achievement from test when finished
II. Student retention from test when, after
finished for 1 month.
VI. RESEARCH METHODOLOGY
This research was experimental research which had
research design as follow in table I.
TABLE I
THE METHODOLOGY OF USING GAMES IN TEACHING AND
REGULAR TEACHING FOR FLOWCHART TOPICS
Sample group Test Test Achievement Retention
Experimental group Pr1 X1 T1 R1
Control group Pr2 X2 T2 R2
When
Pr1, Pr2 = Basic test before experiment
X1 = Using games in teaching
X2 = Regular teaching
T1, T2 = Learning achievement after finishing the experiment
R1, R2 = Learning retention after finishing experiment for 1
month
Perform the experiment
1. Divided students group by random to be controlled
group and experimental group.
2. Took test before (pretest) of experimental group and
control group to kept score to compared with test after
finishing study (posttest)
3. Spent 3 hours of experiment after that tested for 30
minutes of each group by the step of table II.
TABLE II
THE COMPARISONS OF USING GAMES IN TEACHING AND REGULAR TEACHING
ABOUT PROGRAMMING FLOWCHART
Using games in teaching Regular teaching
1. Pretested 1. Pretested
2. Introduced to the lessen 2. Introduced to the lesson
3. Step of the using games in
teaching, the student had to
studied game playing rules of
test games type and played game
in a group. There were 5 games
to play which were Bingo game
(fig 1), Pinball game (fig 2),
UNO game (fig 3), Flowchart
matching game (fig 4) and
Flowchart wheel game (fig 5).
The students would alternate
play to complete with these 5
games.
3. Regular teaching step, the
teacher would teach in the
content of flowchart, flowchart
format, flowchart symbol and
flowchart creation method for 2
hours and students did exercise
after that teacher would give the
answer.
4. Step of lesson summary. 4. Step of lesson summary.
5. Posttest 5. Posttest
4. Took retention test after the experimental for 1 month.
This test spent 30 minutes.
International Journal of Computer Science and Electronics Engineering (IJCSEE) Volume 3, Issue 3 (2015) ISSN 2320–4028 (Online)
233
Fig. 1. Bingo game
Fig. 2. Pinball game
Fig. 3. UNO game
Fig. 4. Flowchart matching game
Fig. 5. Flowchart wheel game
VII. RESEARCH RESULT
This research required the study for achievement of
teaching which compared between using games in teaching
and regular teaching about topics of programming flowchart
as table III and IV. It also compared the student’s retention
as table V. TABLE III
TEACHING ACHIEVEMENT
Teaching
type
Ranks Wilcoxon Signed
Rank Test Pre – Pro
test
Mean
Rank
Sum of
Ranks
Using
games in
teaching
Negative
Ranks
.00 .00 Z = - 2.814
Asymp. Sig. = .005
Positive
Ranks
5.50 55.00
Regular
teaching
Negative
Ranks
.00 .00 Z = - 2.829
Asymp. Sig. = .005
Positive
Ranks
5.50 55.00
*p < .05
From table III was display of teaching achievement
by using the Wilcoxon signed-rank test. They tested the
different Z score as significance at p < 0.05 of these 2
teaching types. For these 2 teaching types, posttest score was
higher than the pretest score (Z = 2.83 and 2.81in order) of
using games in teaching and regular teaching
TABLE IV
COMPARED BETWEEN USING GAMES IN TEACHING AND REGULAR
TEACHING
Ranks Wilcoxon Signed
Rank Test Group Mean
Rank
Sum of
Ranks
After–Before Using
games in
teaching
14.45 144.50 Z = - 2.013
Asymp. Sig. = .003
Regular
teaching
6.55 65.50
*p < .05
From table IV was comparison between using games in
teaching and regular teaching by using Wilcoxon
signed-rank test. The different Z test score of significance at
p < 0.05 of the using games in teaching and the regular
teaching found that the using games in teaching had more
learning achievement than the regular teaching.
TABLE V
COMPARED TEACHING RETENTION BETWEEN THE USING GAMES IN TEACHING
AND THE REGULAR TEACHING
Ranks Wilcoxon Signed
Rank Test Group Mean
Rank
Sum of
Ranks
Retention–After Using games
in teaching 13.30 133.00 Z = -2.132
Asymp. Sig. = .033
Regular
teaching
7.70 77.00
*p < .05
International Journal of Computer Science and Electronics Engineering (IJCSEE) Volume 3, Issue 3 (2015) ISSN 2320–4028 (Online)
234
From table V was comparison of teaching retention
between using games in teaching and regular teaching by
using Wilcoxon signed-rank test which has different Z score
test as significance at p < 0.05 of teaching retention of the
using games in teaching and the regular teaching. The using
games in teaching had more retention than the regular
teaching.
VIII. CONCLUSION AND DISCUSSION
The research result of teaching by using games in teaching
and regular teaching about computer programming of
workflow topic found that the 2 hypotheses were teaching
achievement of using games in teaching was higher than
regular teaching and teaching retention of using games in
teaching was higher than regular teaching.
Teaching activities management by using game brought
students to had fun and enthusiasm. It was not boring of
observation and taking notes. During teaching in classroom,
the researcher found that the students always had
attentiveness and enthusiasm to study in the specified
activities for all students to participate. However sometime
the students gave wrong answer but game had benefit which
urged students to more interest in teaching so students enjoy
and helped to review lesson. [9] Furthermore game changed
the classroom environment to be funny, game brought
students to familiar each other, help to made inspiration to
learn [10] that students felt comfortable and urged to have
good learning. [11] Students had independent learning
include choosing of learning style, could choose learning
lesson and controlled about doing exercise. [12]
For teaching retention when researcher used game in
teaching, researcher found that students could remember
more than regular teaching because retention of taking notes
was from student’s emotion for the contents and student’s
activities during the learning hour. If students felt good to
the contents and participated activities with fun, students
would longer remember contents. [13] The flexible of
learning activities would help to learn efficiently to relax
from emotion and built more agility learning. A brain and
body stimulus expressed the necessity learning which
related with previous knowledge that if the remember topic
was related to previous knowledge, students remembered
longer and students could develop the short remembering to
be longer remembering. [14] For the happened retention was
long time remembering which come from the student’s
careful listening because the lesson closed to the student’s
interesting of lesson. After finished the activities of idea,
students repeated to reviewed, connected previous
knowledge with new knowledge, could recall to correctly
used again so these knowledge was long permanent memory
.[15]
ACKNOWLEDGMENT
This work was supported by Computer Engineering
Program, Faculty of Industrial Education, Rajamangala
University of Technology Suvarnabhumi.
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[11] Dickerson, D.P., “A Comparison of the Use of the Active Games
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[13] Gagne’,R.M., The Conditions of Learning. (2nd .ed.). New
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[14] Putong,V., “Teaching Result by using Semantic Field Approach,
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[15] Neisser,U.,Cognitive psychology, NewYork: Appleton-Century-
Crofts, 1967.
Dr. Bunthida Chunngam was born on October 26,
1979 in Bangkok, Thailand. She holds a B.S. in
Computer Science from the Mahasarakham
University Thailand (2001), an M.S.Ind.Ed. in
Industrial Education from the King Mongkut's
University of Technology Thonburi Thailand (2006)
and a Ph.D. in Learning Innovation and Technology
from the King Mongkut's University of Technology
Thonburi Thailand (2013).
She’s working at Computer Engineering Program, Faculty of Industrial
Education, Rajamangala University of Technology Suvarnabhumi Thailand
and teaching interests include web development technologies,
programming, and database management systems.
Her research focus is on social networks, human-computer interaction,
interaction design database management systems, web and mobile
technologies, and object-oriented analysis and design.
Author’s formal
photo
International Journal of Computer Science and Electronics Engineering (IJCSEE) Volume 3, Issue 3 (2015) ISSN 2320–4028 (Online)
235