Main Article Content
The purpose of this research is to get students’ opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The participant group of the research consists of 40 students studying in computer science departments at various universities in Kazakhstan. Research data were collected with a semi-structured interview form developed by the researchers. As a result of the research, it has been determined that university students have half the experience of learning programming with the help of educational games. University students benefit from learning programming with the help of educational games. They categorised it as ease of learning, fun learning environment, permanence of learning, increasing motivation and developing problem-solving ability. Students categorised the disadvantages of learning to programme with the help of educational games as inadequacy in educational games, deficiencies in technical infrastructure and deficiencies in information infrastructure. Some of the students stated that learning programming with the help of educational games is not a disadvantage. Finally, the majority of university students participating in the research stated that they wanted to learn programming with the help of educational games. The results have led to the necessity of giving more space to programming courses with the help of educational games in the curriculum of the departments that provide programming-based education in universities.
Keywords: Computer science, educational games, programming, student opinions;
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