Aprendendo Programacao Orientada a Objetos com uma Abordagem Ludica Baseada em Greenfoot e Robocode
Cleison Simoes Santos, Allen Hichard Marques Santos, Suenny, Mascarenhas Souza, Roberto Almeida Bittencourt

TL;DR
This paper reports on a workshop using Greenfoot and Robocode to teach object-oriented programming to undergraduates, demonstrating that game-based, competitive activities effectively motivate and facilitate learning of complex OOP concepts.
Contribution
It introduces a novel workshop approach combining games and challenges with Greenfoot and Robocode to improve OOP learning among undergraduates.
Findings
Workshop was practical and effective for OOP introduction.
Students showed increased motivation through game-based activities.
Challenges and competitions enhanced engagement and understanding.
Abstract
One the major challenges in undergraduate computing programs is the learning of object-oriented programming (OOP). This paradigm has a variety of concepts with an abstraction level usually high for most beginners, even the ones who already code in an imperative language. Furthermore, transitioning from imperative programming to OOP is a complex issue, with various inappropriate side effects. A significant effort has been pursued in the search of motivating and attractive solutions for such issues. One of those is the use of playful environments that merge games with learning. In this work, we report our experience with OOP learning workshops by means of games, challenges and competitions, supported by Greenfoot and Robocode learning environments. A workshop with sophomore students in a Computer Engineering program is presented here. Lessons learning to motive students include: design of…
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Taxonomy
TopicsTeaching and Learning Programming · Educational Games and Gamification · Education and Digital Technologies
