GAMIFICATION TECHNOLOGIES FOR THE EARLY EDUCATION OF OBJECT-ORIENTED PROGRAMMING

Abstract

The article describes the issues of teaching programming in the school at computer science (Computing) lessons. The authors have analyzed how the school computer science (computing) course has changed in recent years. In addition, an analysis of modern approaches to teaching programming in Russia and Western countries has been carried out. Referring to the research of leading specialists, the authors of the article suggest using the technology of gamification in the teaching of programming in school.
The authors analyze the foreign experience in teaching programming in the school and distinguish three main software products: Alice, GreenFoot and Scratch. Based on the discussion organized by Fincher S., as well as the work of Kolling M., Hirsch M. and Horton M, the authors choose to approbate the GreenFoot software shell, which is not common in Russia. An important part of the selection is that the software environment allows you to combine instruction in object-oriented programming using Java syntax and gaming technology. In addition, the authors suggest that the use of the GreenFoot software makes it easier to switch to object-oriented programming for children who have mastered the previously visually-oriented software environment Scratch.
The article is not limited to theoretical research. The authors describe the experiment conducted at the school, designed to determine the permissibility and possibility of implementing GreeneFoot at the level of 5-6 grade of the general education school (pupils 10-12 years of age). One of the most important goals of this study was the definition of the "boundaries of entry" of schoolchildren in the course of mastering object-oriented programming using the GreeneFoot environment. In particular, the identification of the initial age and the requirements for pre-training. The article describes the results of the experiment, which was based on the localization and preparation of a test curriculum. In addition, the results of incoming and outgoing monitoring are described, revealing the level of initial training of participants, as well as their interest in programming. The authors presented and analyzed the results of the experiment, in particular, conclusions were made about the prospects for the technology of gaming and the applicability of the GreenFoot environment at the 6th grade level. In addition, the authors identified the ways of further research in the field of developing object-oriented programming by schoolchildren.

Author Biographies

Дмитрий Игоревич Павлов, Moscow Pedagogical State University

Senior Lecturer, Mathematics Faculty

Кирилл Викторович Бутарев, Moscow Pedagogical State University

student, Mathematics Faculty

Евгения Викторовна Балашова, Moscow Pedagogical State University

student, Mathematics Faculty

References

[1] Bosova L.L. On the course of computer science in the Russian school. Izvestiya Kyrgyzskoy akademii obrazovaniya = News of the Kyrgyz Academy of Education. 2015; 3:332-335. Available at: https://elibrary.ru/item.asp?id=28360563& (accessed 10.06.2018). (In Russian)
[2] Bosova L.L. Informatics Science at School: Yesterday, Today and Future. Pedagogical Informatic. 2016; 1:3-12. Available at: https://elibrary.ru/item.asp?id=25900346 (accessed 10.06.2018). (In Russian)
[3] Bosova L.L., Sorokina T.E. Methodics of using interactive environments in training younger schoolchildren in programming. Informatics and Education. 2014; 7:61-68. Available at: https://elibrary.ru/item.asp?id=22589444 (accessed 10.06.2018). (In Russian)
[4] Varenina L.P. Gamification in Education. Historical and social-educational ideas. 2014; 6(6-2):314-317. Available at: https://elibrary.ru/item.asp?id=22981456 (accessed 10.06.2018). (In Russian)
[5] Govorov А.I., Govorova M.M. Gamification as a mean of improving students’ motivation. Informatics and Education. 2014; 9:76-78. Available at: https://elibrary.ru/item.asp?id=22651664 (accessed 10.06.2018). (In Russian)
[6] Grinshkun V.V., Levchenko I.V. From Computer Science to Basic Computer Science. Vestnik Moscow City University. Series «Informatics and Informatization of Education». 2008; 15:40-46. Available at: https://elibrary.ru/item.asp?id=12111349 (accessed 10.06.2018). (In Russian)
[7] Ershov A.P. Programming, the Second Literacy. Microprocessing and Microprogramming: Proc. of the Third World Conference on Computer Education (Lausanne, Switzerland, 27–31 July 1981). 1981; 8(1):1-9. DOI: 10.1016/0165-6074(81)90002-8
[8] Zhdanov S.A., Demina O.V. Generic programming as a way of intensification the process of the implementation of algorithms training. problems of modern education. 2016; 2:154-157. Available at: https://elibrary.ru/item.asp?id=25919233 (accessed 10.06.2018). (In Russian)
[9] Zakharova T.B. Basic requirements for a school textbook on computer science. Informatics and Education. 2009; 10:32-40. Available at: https://elibrary.ru/item.asp?id=17771490 (accessed 10.06.2018). (In Russian)
[10] Zakharova T.B., Efimov P.I. Control of input data as a part of forming the culture of programming in the study of the theme “Algorithmization”. Informatics and Education. 2018; 1:49-52. Available at: https://elibrary.ru/item.asp?id=32555539 (accessed 10.06.2018). (In Russian)
[11] Kozlov O.A., Barysheva I.V. Formirovanie strukturnogo myshleniya shkol'nikov v processe obucheniya programmirovaniyu v ramkah shkol'nogo kursa informatiki. Hroniki Ob"edinyonnogo fonda ehlektronnyh resursov «Nauka i obrazovanie». 2017; 2:6. Available at: https://elibrary.ru/item.asp?id=28869838 (accessed 10.06.2018). (In Russian)
[12] Kozlov S.V. The analysis of results of experimental activity on studying of bases of object-oriented programming in a school course of informatics. Modern scientific researches and innovations. 2014; 6-3:16. Available at: https://elibrary.ru/item.asp?id=21709468 (accessed 10.06.2018). (In Russian)
[13] Kuznetsov A.A., Beshenkov S.A., Rakitina E. A. Modern Course of Computer Science: from Elements to System. Informatics and Education. 2004; 2:2-6. (In Russian)
[14] Kuznetsov A.A. et al. The maintenance of education to computer science at the basic school: on the way to fundamentalization. RUDN Journal of Informatization in Education. 2010; 4:5-17. Available at: https://elibrary.ru/item.asp?id=15249109 (accessed 10.06.2018). (In Russian)
[15] Kuznetsov A.A. The possibilities of dynamic computer games for training programming. Vestnik sovremennyh issledovanij. 2017; 11-1:90-92. Available at: https://elibrary.ru/item.asp?id=32276954 (accessed 10.06.2018). (In Russian)
[16] Monahova G.A., Monahov D.N. Gamification of the Educational Process in Secondary School. Distancionnoe i virtual'noe obuchenie. 2015; 12:95-103. Available at: https://elibrary.ru/item.asp?id=24881401 (accessed 10.06.2018). (In Russian)
[17] Murtuzaliyevа A.Z., Hajiyev T.C. About the importance of the study of algorithms and programming in the school course of informatics. Bulletin of the Socio-pedagogical institute. 2015; 2:54-57. Available at: https://elibrary.ru/item.asp?id=26629632 (accessed 10.06.2018). (In Russian)
[18] Mukhametzyanov R.R. Training in object oriented programming. Informatics and Education. 2017; 7:35-39. Available at: https://elibrary.ru/item.asp?id=30504077 (accessed 10.06.2018). (In Russian)
[19] Pavlov D.I. New edition of Federal State Standard of the Primary General Education – the place of informatics at elementary school. Pedagogical Informatic. 2017; 3:22-33. Available at: https://elibrary.ru/item.asp?id=30108315 (accessed 10.06.2018). (In Russian)
[20] Pavlov D.I. Disclosure of content lines of “Presentation of Information” and “Information Processes” at the level of primary education. Open and distance education. 2018; 1:56-68. (In Russian) DOI: 10.17223/16095944/69/8
[21] Pervin Yu.A. Early Learning Computer Science: Strategies, Stereotypes, Fate. Yu.A. Alyaev, I.G. Semakin (Eds.) Computer Science at School: Past, Present and Future. Perm: PSU, 2014, pp. 12-17. Available at: https://elibrary.ru/item.asp?id=21580824 (accessed 10.06.2018). (In Russian)
[22] Rakitina E.A. Programming Training: Modeling and Formalization. Informatics and Education. 2001; 1:17-27. (In Russian)
[23] Rozhkov I.V. Fedoseeva A.P. Features of teaching programming in JavaScript language for high school students with in-depth study of computer science. Science and Education: Problems and Prospects - 2017. SPb.: Amfora, 2017, pp. 173-175. Available at: https://elibrary.ru/item.asp?id=30069003 (accessed 10.06.2018). (In Russian)
[24] Samylkina N.N. Methods of teaching the content line "Modeling and Formalization". Informatics and Education. 2003; 2:25-31. (In Russian)
[25] Frolova M.A. Some aspects of learning the basics object-oriented programming in the primary school. Scientific discussion of modern youth: current issues, achievements and innovations. Penza: «Nauka i Prosveshchenie», 2016, pp. 99-101. Available at: https://elibrary.ru/item.asp?id=26838408 (accessed 10.06.2018). (In Russian)
[26] Elkonin D.B. Izbrannye psihologicheskie trudy [Selected psychological works]. M.: Pedagogika, 1989. 560 p. (In Russian)
[27] Bogost I. Gamification is bullshit. S.P. Walz (Ed.) The Gameful World: Approaches, Issues, Applications. The MIT Press, 2015, pр. 65.
[28] Jenkins H., Klopfer E., Squire K., Tan P. Entering the Education Arcade. Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment. 2003; 1(1):8. DOI: 10.1145/950566.950591
[29] Fincher S., Cooper S., Kölling M., Maloney J. Comparing alice, greenfoot & scratch. Proceedings of the 41st ACM technical symposium on Computer science education (SIGCSE '10). ACM, New York, NY, USA, 2010, pp. 192-193. DOI: 10.1145/1734263.1734327
[30] Linehan C., Kirman B., Roche B. Gamification as behavioral psychology. S.P. Walz, S. Deterding (Eds.) The Gameful World: Approaches, Issues, Applications. Cambridge, MA, USA: MIT Press, 2015, pp. 81-105.
[31] Kiryakova G., Angelova N., Yordanova L. Gamification in education. Proceedings of 9th International Balkan Education and Science Conference. 2014. 5 p.
[32] Cooper S., Dann W., Pausch R. Alice: a 3-D tool for introductory programming concepts. Journal of Computing Sciences in Colleges. 2000; 15(5):107-116.
[33] Sattar A., Lorenzen T. Teach Alice programming to non-majors. ACM SIGCSE Bulletin. 2009; 41(2):118-121. DOI: 10.1145/1595453.1595488
[34] Kölling M. The Greenfoot Programming Environment. ACM Transactions on Computing Education (TOCE). 2010; 10(4):14. DOI: 10.1145/1868358.1868361
[35] Maloney J., Resnick M., Rusk N., Silverman B., Eastmond E. The Scratch Programming Language and Environment. ACM Transactions on Computing Education (TOCE). 2010; 10(4):16. DOI: 10.1145/1868358.1868363
[36] Kolling M. Introduction to Programming with Greenfoot: Object-Oriented Programming in Java with Games and Simulations. Pearson, 2009. 216 p.
[37] Resnick M., Maloney J., Monroy-Hernández A., Rusk N., Eastmond E., Brennan K., Millner A., Rosenbaum E., Silver J., Silverman B., Kafai Ya. Scratch: Programming For All. Communications of the ACM. 2009; 52(11):60-67. DOI: 10.1145/1592761.1592779
[38] Ouahbi I., Kaddari F., Darhmaoui H., Elachqar A., Lahmine S. Learning Basic Programming Concepts by Creating Games with Scratch Programming Environment. Procedia - Social and Behavioral Sciences. 2015; 191:1479-1482. DOI: 10.1016/j.sbspro.2015.04.224
Published
2018-12-10
How to Cite
ПАВЛОВ, Дмитрий Игоревич; БУТАРЕВ, Кирилл Викторович; БАЛАШОВА, Евгения Викторовна. GAMIFICATION TECHNOLOGIES FOR THE EARLY EDUCATION OF OBJECT-ORIENTED PROGRAMMING. Modern Information Technologies and IT-Education, [S.l.], v. 14, n. 4, p. 977-985, dec. 2018. ISSN 2411-1473. Available at: <http://sitito.cs.msu.ru/index.php/SITITO/article/view/465>. Date accessed: 11 oct. 2025. doi: https://doi.org/10.25559/SITITO.14.201804.977-985.
Section
School education in computer science and ICT