Leveraging Commercial-Off-The-Shelf Games for Active Learning: An Investigation of a Sandbox Game for Introductory Programming
Grant Name
Ministry of Education Tertiary Education Research Fund (MOE-TRF)Abstract
The proposed research investigates the impact of Digital Game-Based Learning (DGBL) on the teaching and learning of programming at the university level. It specifically explores the use of the Commercial-Off-TheShelf (COTS) game, Space Engineers, as an active and applied learning tool. DGBL is not to be confused with the term ‘gamification’. DGBL differs from gamification because it includes an actual game as part of the learning process to enhance the learning experience and meet learning outcomes (Prensky, 2001). In contrast, gamification is the incorporation of game elements, such as badges, points, and leaderboards, into the instructional method (Plass et al., 2015).
The primary objective is to assess the effects of playing Space Engineers on students' short-term and long-term retention of programming skills and knowledge compared to traditional teaching methods in an introductory programming course.
The proposal draws upon existing literature, highlighting the challenges of traditional programming education (e.g., lack of engagement, limited hands- Tertiary Education Research Fund Application Form on practice) and the potential benefits of DGBL (e.g., active and applied learning). Preliminary findings from stakeholder interviews further support the need for innovative approaches like DGBL. Within games research, existing literature indicate that serious (educational) games often fail to sustain long-term engagement (Lamb et al., 2018; Leland, 2014; Van Eck, 2006), whereas COTS games maintain higher levels of student engagement due to their entertainment-focused design (AlJanah et al., 2023; Maraza-Quispe et al., 2023). The use of COTS games in education, while underexplored, shows promising results in language learning and potentially in programming education as well (Thompson & von Gillern, 2020).
Therefore, the project aligns with the theme of 'Leveraging Technology to Enhance and Personalise the Learning Experience' by utilising a COTS game to foster engagement, hands-on practice, and a learner-centric approach. The open-world sandbox environment of Space Engineers that features ingame coding allows for self-exploration and self-experimentation. This particular game was also selected as it is a game with a wide scope and is one that can be modified and adapted to suit our learning objectives.