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Pietriková, Emília
Ádám, Norbert
Baláž, Anton
2025-08-13T13:10:20Z
2025-08-13T13:10:20Z
2025
1785-8860hu_HU
http://hdl.handle.net/20.500.14044/32232
This article highlights the impact of game creation on an introductory programming course (CS0, CS1) combined with problem-based learning. It introduces and defines the Game-Creative Learning (GCL) approach, which gradually transforms traditional 'learning from scratch' methods into an innovative framework where students develop their own computer games while learning a new programming language. Over 15 years, this approach has engaged over 10,000 students – novice programmers, addressing educational challenges and leading to higher course quality, increased motivation, and better student engagement. Beginning with simple tasks like playing with Karel the Robot, students' progress to creating their robots and ultimately developing 2D games. Throughout the course, scores and levels of engagement are assessed and tracked in a competitive environment. This approach aligns with Bloom's taxonomy by guiding students progressively through its cognitive levels.hu_HU
dc.formatPDFhu_HU
enhu_HU
Game-Creative Learning in Programming Courses Over 15 Yearshu_HU
Open accesshu_HU
Óbudai Egyetemhu_HU
Budapesthu_HU
Óbudai Egyetemhu_HU
Műszaki tudományok - multidiszciplináris műszaki tudományokhu_HU
game-creative learninghu_HU
computer science educationhu_HU
programming educationhu_HU
bloom's taxonomyhu_HU
coursewarehu_HU
higher educationhu_HU
problem-based learninghu_HU
novice programmershu_HU
karel the robothu_HU
Rövid közleményhu_HU
Acta Polytechnica Hungaricahu_HU
local.tempfieldCollectionsFolyóiratcikkekhu_HU
10.12700/APH.22.1.2025.1.7
Kiadói változathu_HU
19 p.hu_HU
1. sz.hu_HU
22. évf.hu_HU
2025hu_HU
Óbudai Egyetemhu_HU


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