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Teaching Business Programming Using Games: A Critical Analysis

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dc.contributor.author Muganda, Nixon
dc.contributor.author Pieter, Joubert Jr
dc.contributor.author Toit, Jacques Du
dc.contributor.author Johnson, Roy
dc.date.accessioned 2015-05-30T06:29:44Z
dc.date.available 2015-05-30T06:29:44Z
dc.date.issued 2012
dc.identifier.citation Electronic Journal of Research in Education Psychology, 2012 en_US
dc.identifier.uri http://www.investigacion-psicopedagogica.org/revista/articulos/28/english/Art_28_747.pdf
dc.identifier.uri http://hdl.handle.net/123456789/1191
dc.description.abstract This paper examin es the persistent problematic issue of engaging business st u- dents in teaching computer programming. Studies continue to document challenges in teach- ing computer programming and various methods have been proposed with varying degrees of success. From an edu cator’s perspective, the concern is how to engage students to enable the effective delivery of computer programming principles to the students. From a student’s per- spective, how they experience the computer programming course will leave students with good programming habits, the ability to learn on their own and a favourable impression of the field of Information Systems as a profession. Method. The study used a case study design in which a survey and interviews were conduc t- ed among 138 students currently registered for a second year computer pr o gramming course at large urban University in South Africa. Three instructors involved in teaching the class were also interviewed to gauge their perspectives in relation to those offered by the st u dents. Results. Ou r findings refutes the notion that the popular use of computer games in social co n- texts implies that they can be used successfully for teaching computer programming to bus i- ness students. This allowed us, as educators in a position of power over students, t o reflect on our intentions when re - designing cu r ricula. Discussion and Conclusion. We suggest that while teaching innovations should be linked to a broader theme reflexive practice of experimentation; educators should encourage fee d back from other stakeho lders to foster ‘reflexive competence’, a desired property for transform a- tion of cu r ricula.Discussion and Conclusion. We suggest that while teaching innovations should be linked to a broader theme reflexive practice of experimentation; educators should encourage fee d back from other stakeho lders to foster ‘reflexive competence’, a desired property for transform a- tion of cu r ricula. en_US
dc.language.iso en en_US
dc.subject Information Systems en_US
dc.subject Business Programming en_US
dc.subject Action Research en_US
dc.subject Pedagogy en_US
dc.title Teaching Business Programming Using Games: A Critical Analysis en_US
dc.type Article en_US


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