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Web Site: www.ijettcs.org Email: editor@ijettcs.org, editorijettcs@gmail.com Volume 2, Issue 4, July August 2013 ISSN 2278-6856
Harnessing Game based Learning Approach for Enhanced Assimilation of the Complex Algorithms
Kavita S. Oza, Snehal R. Patil, and Rajnish K. Kamat
Department of Computer Science, Shivaji University, Kolhapur, Maharashtra, India Abstract : It is beyond any doubt that the inculcation of the between teaching using ICT tool and teaching using non Information and Communication Technology (ICT) has ICT tool.[3,5]. Though the overall scenario in this ushered a paradigm shift in the higher education paradigm domain reveals the enhancement of students learning especially when it comes to augmenting the learning capabilities using ICT, there has been a great void in the capabilities of the students. Subsequently there are many area of use of technology in the areas like computer tools and techniques within the ICT framework which is science which is regarded as the mother of this revolution being widely practiced and established over a period of time as seen from the international scenario covered in the in the higher education arena. The present paper put forths following paragraph. embracing of games to facilitate the teaching learning Selwyn in [6] has presented the marginalization of the process of algorithms by converting the text into graphics. ICT, despite huge efforts to position the same as a The key findings of this approach complement the accuracy, central tenet of university teaching and learning. Whilst efficiency and reduced time to grasp the concepts as seen this is usually attributed to a variety of operational deficits from the arguments portrayed in the present paper. Keywords : ICT, Game based Learning , Computer on the part of students, faculty, and universities, he considers the wider social relations underpinning the Science, Red-Black Tree. relatively modest use of technology in higher education. Even amongst the ICT experts still there is no unanimity 1. INTRODUCTION regarding the effectiveness of the technology in the arena With the ICT becoming all pervasive and touching almost of Computer Science. As rendered in [8], the purpose of all the walks of human endeavor, it is not really using technology in the area of Computer Science should surprising that it has been making its mark in higher be to improve learning in the respective subject, and not a education and research. Especially, the past two decades back-door way to teach ICT, still less Computer Science. have witnessed considerable push to use of ICT in Despite the opinion of the experts both educational teaching and learning process. An interesting account of technologists as well as the faculty members from the the prevailing trend regarding the ICT inclusiveness in Computer Science, Computer Games (hereafter referred higher education is taken by Oliver in [1]. As presented as games) have a great deal of potential for learning in [1], it is an actuality that with the rapid transformation algorithms and other trivial concepts in algorithms. of the world into digital media and information, the role Picture been serving the job of thousands of words; the of ICT in education is becoming more and more visualization aspects of the game can be tapped for important and this importance will continue to grow and enhancing the learning capabilities of the students. In this develop in the 21st century. Oliver [1] has highlighted the context the present paper reports development of various impacts of ICT on contemporary higher education pedagogical methodology of game based learning for the and explores potential future developments. Apart from Red-Black Trees in Data Structure. the 24 x7 availability of the learning resources and the The paper is divided into several sections. After covering insignificance of the place, ICT has other several the introductory aspects, section 2, covers the applications advantages not explored much by the higher education of games for teaching algorithms. This is followed by the fraternity. One of them includes, coping up with the game based implementation of the Red-Black Trees. The information explosion as the very fact that the concluding section covers the effectiveness of the obsolescence of the knowledge itself cant be cope up approach and other related details. unless the higher education resorts to the use of ICT for the knowledge dissemination. This very fact has led to the increasing usage of the technology as depicted in [2] and 2. GAME AS ICT LEARNING TOOL [3] by Rose et. al. and Lidia et.al. respectively for the Previous work on game based teaching and learning faculties of Mathematics and Languages. The crux of the examines how Information and Communication content expressed in [2-5] indicates that, it is up to the Technologies can enhance the process of learning both teachers responsibility to make student an active learner. language and nonlanguage subjects integrated in However, the use of ICT in teaching tool appears to have CLIL[4]. In case of Computer Science algorithms can be both positive and negative attitude to this new teaching converted into game. Use of computer games motivates tool[2]. Most of the work in this area is taken as conflict students to learn concepts at a higher grasping capacity. Volume 2, Issue 4 July August 2013 Page 51
Figure 1 : Illustration of a Red-Black Tree Learning Red-Black tree consist of operations like Insertion, Deletion and Searching. Teaching these operations on board consists of steps like draw the tree on board step by step with explanation, define operations, input values to the tree and perform calculations on board as well as adding colors to the node. All the decisions should be made on board. The act of designing tree on board takes longer time. For inputting values to the tree , making comparison during inserting nodes to the tree , making color changes etc. Designing Red-Black Tree consist of rotations like AVL tree. It is complex task to learn rotation and changing colors to the nodes in the traditional classroom learning process. To make this problem more interesting to students, the authors have converted this problem to the paradigm of computer game as presented in the following section.
Figure 6: GUI III facilitating the user to play the game The Rules to play the game are as follows : a) User should click first input to set the root value. The color for the root node is automatically set. Whenever he/she clicks on to the button the value of MOVES parameter will be increased. And when he/she put right value along with right color at right place then SCORE will be added. At every attempt the SCORE will be increased. User has to click on the number, number will get connected in to node, user has to drag that node and insert it into the tree.
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References
[1] Ron Oliver, The role of ICT in higher education for the 21st century: ICT as a change agent for education, Preprint Retrieved from http://bhsict.pbworks.com/f/ role%20of%20 ict.pdf April 25, 2013 [2] Rose W. Mwangi, Ronald Waweru, Cecilia w.Mwathi, 3.Integrating ICT with education: designing an educational computer game for teaching functions in undergraduate mathematics, Journal of Theoretical and Applied Information Technology, Vol. 26, No.1, (2011). [3] Lidia Wojtowicz, Mark Stansfield, Thomas Connolly , Thomas Hainey, The Impact of ICT and Game Based Learning on Content and Language Integrated Learning, International Conference on ICT for Language Learning, 2010. [4] Tah Babila Mbah, The Impact of ICT on students study habits. Case study: University of Buea, Cameroon, Journal of Science and Technology Education Research , Vol.1(5),pp.107-110, Octomber 2010 Volume 2, Issue 4 July August 2013
Author:
Dr. Kavita S. Oza received her Ph.D in Computer Science from Shivaji University, Kolhapur. Her research interests are Data mining, Cloud Computing, Networking routing algorithms and ICT etc. Currently working with Shivaji University,Department of Computer Science.
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