The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.
This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and / or when its interface is in interaction with the user. Therefore, applying heuristics is an essential part of developing digital educational games. Search sources were articles available in all the databases present in the Capes / MEC / Brazil periodicals portal, in the available languages. The descriptors adopted were "educational games", "heuristic" and "usability" in Boolean search in titles, abstracts and keywords, with AND operator, for publications starting in 2014. The inclusion criteria were: (a) articles with a clear description of the methodology used in the usability analysis; (b) studies presenting primary data and (c) articles whose focus corresponds to the investigated question. Two examiners conducted the searches in the databases and a third the evaluation and general review of the data. Initially, 93 articles were identified, of which 19 were repeated, 5 were literature reviews. Of the 69 that remained, 57 were elected as not eligible with only 12 selected for full studies, of which 6 entered the final review. With this review we can deduce that the field of heuristics and usability for educational games is still little explored, with few specific evaluations validated or in the process of validation, requiring greater investment in the area. Through this review, we found at least one heuristic that meets the usability evaluation of educational software: Game User Experience Satisfaction Scale (GUESS).
Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several educational, or else serious, games for learning programming have been developed and the first results of their evaluation as a means of learning are quite positive. In this paper, we propose using arcade games as a means for learning programming. Based on this approach students first play a simple game, such as Snake or Tetris, study its code and then extend it. In a pilot study carried out in the context of an undergraduate programming course, students studied the source code of the well-known game Snake and extended it with new functionalities. The analysis of students' replies in a questionnaire showed that using arcade games as a means of learning programming concepts enhances students' motivation for learning programming, supports them in comprehending complex concepts and engages them in carrying out programming activities.
The paper introduces Verificator, our learning programming interface aimed for learning programming in C++ at the university beginners' level. In teaching programming some specific problems concerning the teaching itself as well as the organization of the teaching process need to be considered. One of the biggest problems is that students tend to adopt certain bad programming habits in their attempt to more easily deal with their examinations, such as trying to write programs without any syntax and logical checking. It is very hard to help them correct those errors once they are deeply rooted. Our students' web questionnaire and its results show that the majority of problems in learning programming among our students arise from the gap between the understanding of programming language syntax and problem-solving algorithms. Verificator prevents students from making a lot of errors they are likely to make in learning programming and helps them to learn programming language syntax and adopt good programming habits.
This paper presents an approach for educators to evaluate student progress throughout a course, and not merely based on a final exam. We introduce progress reports and describe how these can be used as a tool to evaluate student learning and understanding during programming courses. Complemented with data from surveys and the exam, the progress reports can be used to build an overall picture of individual student progress in a course, and to answer questions related to how students (1) understand program code as a whole, (2) understand individual constructs, and (3) perceive the difficulty level of different programming topics. We also present results from using this approach in introductory programming courses at secondary level. Our initial experience from using the progress reports is positive, as they provide valuable information during the course, which most likely would remain uncovered otherwise.