Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19270
DC FieldValueLanguage
dc.contributor.authorGatzoulis, Christos-
dc.contributor.authorAndreou, Andreas S.-
dc.contributor.authorZaharias, Panagiotis-
dc.contributor.authorChrysanthou, Yiorgos-
dc.date.accessioned2020-10-26T12:54:24Z-
dc.date.available2020-10-26T12:54:24Z-
dc.date.issued2020-12-
dc.identifier.citationInternational Journal of Game-Based Learning, 2020, vol. 10, no. 4, pp. 1-21en_US
dc.identifier.issn21556857-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19270-
dc.description.abstractThis paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge, and employability traits, and this skillset may be attributed to the intervention. The data was validated through a two-method triangulation technique that utilized expert evaluation and participant interviews. The data analysis shows early indicators of the desired learning outcomes, although a more thorough methodology is needed to verify this. Furthermore, the competition acts as an awareness campaign that promotes computer science studies through a gamification process. It is proposed that competitions of this type are held and evaluated on an annual basis to maximize the benefits and to further prepare students to acquire early in their studies a skillset that will make them the innovators of the future society.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofInternational Journal of Game-Based Learningen_US
dc.rights© IGIen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectCollaborationen_US
dc.subjectEducationen_US
dc.subjectEmployabilityen_US
dc.subjectGame-Based Learningen_US
dc.subjectGamesen_US
dc.subjectProfessionalismen_US
dc.titleUsing epistemic game development to teach software development skillsen_US
dc.typeArticleen_US
dc.collaborationBahrain Polytechnicen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationUXProdigyen_US
dc.collaborationUniversity of Cyprusen_US
dc.subject.categoryEducational Sciencesen_US
dc.journalsSubscriptionen_US
dc.countryBahrainen_US
dc.countryCyprusen_US
dc.countryGreeceen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.4018/IJGBL.2020100101en_US
dc.relation.issue4en_US
dc.relation.volume10en_US
cut.common.academicyear2020-2021en_US
dc.identifier.spage1en_US
dc.identifier.epage21en_US
item.languageiso639-1en-
item.cerifentitytypePublications-
item.openairetypearticle-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.fulltextNo Fulltext-
item.grantfulltextnone-
crisitem.journal.journalissn2155-6857-
crisitem.journal.publisherIGI-
crisitem.author.deptDepartment of Electrical Engineering, Computer Engineering and Informatics-
crisitem.author.facultyFaculty of Engineering and Technology-
crisitem.author.orcid0000-0001-7104-2097-
crisitem.author.parentorgFaculty of Engineering and Technology-
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