O3/A2 - User Guide on the Coding4girls Serious Game Approach
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O3 – Instructional Support Content O3/A2 - USER GUIDE ON THE CODING4GIRLS SERIOUS GAME APPROACH Cite this work Daniela Tuparova, Boyana Garkova, Joze Rugelj, Mateja Bevcic, Spela Cerar, Matej Zapushek, Michela Tramonti, Alden Meirzhanovich Dochshanov, Carlos V. Carvalho, Rita Durão, Ivanichka Nestorova, Rositsa Georgieva, Hariklia Tsalapata, Olivier Heidmann, Kostas Katsimentes, Christina, Taka Roxani, Sotiri Evangelou, Nadia Vlachoutsou, Nataša Hoić-Božić, Martina Holenko Dlab, Ivona Franković, Marina Ivašić Kos, Luigi Tramonti, , Ahu Şimşek, Kadir Fatih Mutlu, Abdurrahman Saygın, USER GUIDE ON THE CODING4GIRLS SERIOUS GAME APPROACH, Erasmus+ no. 2018-1-SI01-KA201-047013, 2020, https://www.coding4girls.eu/results_03.php 1 Document Data Deliverable: O3/A2 - User guide on the CODING4GIRLS serious game approach Intellectual Output No - Title: O3 – Instructional Support Content Intellectual Output Leader: South-West University “Neofit Rilski” (Bulgaria) Contributors South-West University “Neofit Rilski”, Bulgaria Daniela Tuparova, Boyana Garkova, Ivanichka Nestorova, Rositsa Georgieva UTH – Greece Hariklia Tsalapata, Olivier Heidmann, Kostas Katsimentes, Christina, Taka Roxani, Sotiri Evangelou, Nadia Vlachoutsou University of Rijeka – Croatia Nataša Hoić-Božić, Martina Holenko Dlab, Ivona Franković, Marina Ivašić Kos EU-Track – Italy Michela Tramonti, Alden Meirzhanovich Dochshanov and Luigi Tramonti Virtual Campus - Portugal Carlos V. Carvalho, Rita Durão. University of Ljubljana - Slovenia Jože Rugelj, Mateja Bevčič, Špela Cerar, Tadeja Nemanič, Matej Zapušek GOI - Turkey Ahu Şimşek, Kadir Fatih Mutlu, Abdurrahman Saygın Disclaimer This project has been funded by the Erasmus+ Programme of the European Union. The information and views set out in this publication are those of the author(s) and do not necessarily reflect the official opinion of the European Union. Neither the European Union institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein. All rights are reserved. Reproduction is authorized, except for commercial purposes, provided the source is acknowledged. Copyright © Coding4Girls, 2018-2020 Creative Commons - Attribution-NoDerivatives 4.0 International Public license (CC BY-ND 4.0) 2 TABLE OF CONTENTS 1. INTRODUCTION .............................................................................................................. 6 2. Basic Concepts ................................................................................................................... 8 2.1. Serious games ............................................................................................................ 8 2.2. Game-based learning ............................................................................................... 10 2.3. Design thinking methodology .................................................................................. 13 2.4. Learning theories and game-based learning............................................................ 16 3. Girls, ICT and Serious games ........................................................................................... 19 3.1. Position of women in ICT sector – state of the art .................................................. 19 3.2. Attitudes of the girls to serious games .................................................................... 19 4. Teaching Programming Through GameS ........................................................................ 22 4.1. Approaches for teaching programming through games .......................................... 22 4.2. Game based environments for teaching programming........................................... 25 4.2.1. Learning by game-design .................................................................................. 25 Scratch ......................................................................................................................... 25 Snap!............................................................................................................................ 26 Alice ............................................................................................................................. 27 Tynker .......................................................................................................................... 28 4.2.1. Learning programming in Game-based environment ...................................... 29 Code Combat ............................................................................................................... 29 Human Resource Machine .......................................................................................... 30 LightBot ....................................................................................................................... 30 May’s Journey ............................................................................................................. 31 No Bug’s Snack Bar ...................................................................................................... 32 Robot ON!.................................................................................................................... 33 3 Educational Pacman Game ......................................................................................... 34 CMX ............................................................................................................................. 35 5. Coding4Girls game platform for teachers and students ................................................. 37 5.1. Coding4Girls platform and design thinking approach ............................................. 37 5.2 The Teacher’s Platform ............................................................................................. 38 5.3. The Students’ Game Environment ........................................................................... 44 6. Examples of lessons (LeaRning sheets) ........................................................................... 50 6.1. Learning scenarios sheets; ....................................................................................... 50 6.2. Examples with use of game environment developed in the frame of Coding4Girls project .................................................................................................................................. 52 Appendix 1. Learning Sheets ............................................................................................... 64 BASIC LEARNING SCENARIOS .......................................................................................... 64 Learning Scenario 1 - Introduction to Snap! interface ................................................ 64 Learning Scenario 2 - Time to bring your sprite to life ............................................... 69 Learning Scenario 3 - Moving around the stage ......................................................... 74 Learning Scenario 4 - Changing costumes and turning ............................................... 81 Learning Scenario 5 - Sounds of the farm ................................................................... 88 Learning Scenario 6 - Chameleon’s summer vacation ................................................ 96 Learning Scenario 7 - Helping Prince and Princess to find their animals .................. 106 Learning Scenario 8 - Drawing with a chalk .............................................................. 113 Learning Scenario 9 - Picking up trash and cleaning the park .................................. 124 Learning Scenario 10 - Feeding the cats ................................................................... 133 ADVANCED LEARNING SCENARIOS ............................................................................... 149 Learning Scenario 12 - Catching healthy food .......................................................... 149 Learning Scenario 13 - Storytelling ........................................................................... 160 Learning Scenario 14 - Drawing ................................................................................ 171 4 Learning Scenario 15 - Catch the mouse................................................................... 179 Learning Scenario 17 - Operations ............................................................................ 196 Learning Scenario 19.1 - Play a piano ....................................................................... 209 Learning Scenario 19.2 - Play a piano ....................................................................... 214 Learning Scenario 20 - Test ....................................................................................... 223 Learning Scenario 21 - Simplified PACMAN game .................................................... 228 Appendix 2. Learning Scenario codes ............................................................................... 235 BASIC LEARNING SCENARIOS ........................................................................................ 235 ENGLISH Scenarios .................................................................................................... 235 SLOVENIAN Scenarios ............................................................................................... 237 ITALIAN Scenarios...................................................................................................... 238 CROATIAN Scenarios ................................................................................................. 239 BULGARIAN