Teaching Programming Courses with Digital Educational Escape Rooms (DEER): A Conceptual Proposal Conducive to Learning by Trial and Error

Authors Antonio Trigo , Margarida Antunes



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Author Details

Antonio Trigo
  • Polytechnic University of Coimbra, Portugal
  • CEOS.PP, ISCAP, Polytechnic of Porto, Portugal
Margarida Antunes
  • Polytechnic University of Coimbra, Portugal

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Antonio Trigo and Margarida Antunes. Teaching Programming Courses with Digital Educational Escape Rooms (DEER): A Conceptual Proposal Conducive to Learning by Trial and Error. In 5th International Computer Programming Education Conference (ICPEC 2024). Open Access Series in Informatics (OASIcs), Volume 122, pp. 9:1-9:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)
https://doi.org/10.4230/OASIcs.ICPEC.2024.9

Abstract

In the field of programming education, the advent of new technologies such as ChatGPT has reshaped the landscape, challenging traditional methods and requiring new approaches to engage students effectively. Conventional teaching techniques find it hard to compete in a world where digital requests with instant feedback are plentiful. This shift emphasises the importance of innovative strategies, such as educational digital escape rooms, in programming education. By taking advantage of immersive storytelling and interactive challenges, these digital environments captivate students' interest and facilitate active learning. Instead of passively consuming information, students have the ability to apply programming concepts in a dynamic and gamified environment, promoting a deeper understanding and retention of the concepts. This paper presents a first effort in a work in progress to build an educational platform based on the digital escape room concept to be used in the classroom (or at home) throughout the school term.

Subject Classification

ACM Subject Classification
  • Applied computing → Interactive learning environments
  • Software and its engineering → General programming languages
Keywords
  • Education
  • University
  • Programming
  • Serious Games
  • Escape Rooms
  • Gamification

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References

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