About this paper

Appears in:
Pages: 6726-6735
Publication year: 2017
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.2534

Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain


F. Tomos1, O. Shabalina2, C. Malliarakis3, O. Balan4, P. Mozelius5

1University of South Wales (UNITED KINGDOM)
2Volgograd State Technical University (RUSSIAN FEDERATION)
3University of Macedonia (GREECE)
4Cardiff University (UNITED KINGDOM)
5Stockholm University (SWEDEN)
Creativity is an action and has its roots embedded within the human beings. It follows that creativity is also a human capability. Furthermore, teachers are required to use creativity and teaching methods in a creative manner. This paper will approach teacher creativity and student creativity in learning programming through game-based learning. Game-based learning itself involves high order skills such as: problem solving, critical thinking and creativity. Computer programming is a very difficult subject and students face challenges in learning programming. There are a few strategies used in programming courses in Higher Education: learning to program by playing games, learning programming through game development and learning to program by development of games for learning programming. This study conducted a comparative analysis. Further, data was collected by course evaluation and discussions with students and teachers. Findings indicate that the three approaches are beneficial for learning programming and have also a beneficial impact on student academic performance and increase in motivation. The authors, recommended a combination of these three approaches with a traditional design for students enrolled on programming course. Finally, the authors designed a model of learning for the students enrolled on programming courses.
author = {Tomos, F. and Shabalina, O. and Malliarakis, C. and Balan, O. and Mozelius, P.},
series = {9th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN17 Proceedings},
isbn = {978-84-697-3777-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2017.2534},
url = {http://dx.doi.org/10.21125/edulearn.2017.2534},
publisher = {IATED},
location = {Barcelona, Spain},
month = {3-5 July, 2017},
year = {2017},
pages = {6726-6735}}
AU - F. Tomos AU - O. Shabalina AU - C. Malliarakis AU - O. Balan AU - P. Mozelius
SN - 978-84-697-3777-4/2340-1117
DO - 10.21125/edulearn.2017.2534
PY - 2017
Y1 - 3-5 July, 2017
CI - Barcelona, Spain
JO - 9th International Conference on Education and New Learning Technologies
JA - EDULEARN17 Proceedings
SP - 6726
EP - 6735
ER -
F. Tomos, O. Shabalina, C. Malliarakis, O. Balan, P. Mozelius (2017) CREATIVITY AND GAME-BASED LEARNING, EDULEARN17 Proceedings, pp. 6726-6735.