Volume 29, Issue 5, 2020


DOI: 10.24205/03276716.2020.1037

An Exploratory Study of University and High School Students’ Educational Psychology Attitudes toward Game Programming Course Performance


Abstract
Improving the information and communications technology (ICT) capabilities of computer science education contributes to sustainable development (ESD). Convenience sampling use to recruit third-year (12th grade) high school students and third-year university students to participate in this study. The participants enrolled in an 8-week computer programming course with a 100-minute lesson per week psychology through the Unity game development engine. At the end of the period, students filled in the motivated strategies for learning questionnaire (MSLQ) and the self-regulated learning questionnaire (SLRQ), and they took the computer programming aptitude test. Mann Whitney U analyses use to compare learning performance, learning motivation, and self regulated learning between different educational stages, age, and programming experience. The results showed no difference in learning performance between the two educational settings; however, high school students showed lower learning interests and learning goals than university students. A significant finding is that the academic stage, age, and programming experience did not affect learning performance. Nevertheless, learning motivation and self-regulated learning, high school students yielded lower outcomes than university students.

Keywords
Computer Science Education, Game Programming, Learning Performance, Educational and Psychological Attitudes

Download PDF
Scroll to Top