Understanding the role of fun in learning to code

Gabriella Tisza (Corresponding author), Panos Markopoulos

Research output: Contribution to journalArticleAcademicpeer-review

30 Citations (Scopus)

Abstract

There are growing efforts amongst educators and especially researchers in gamification and maker spaces to ensure that learning environments are fun and enjoyable. Accordingly, efforts to evaluate whether students enjoyed a certain learning activity are often an important aspect of innovations. However, the role of fun in learning in the aforementioned fields is not well understood not least due to a lack of a common theoretical framework for defining the concept of fun and for supporting its measurement. This study set out to investigate the role that fun plays in students’ learning to code and its impact on their attitude towards the topic. We designed a two-hour-long playful coding workshop and measured the experienced fun using FunQ, a theoretically motivated and empirically grounded inventory for measuring fun in learning activities. Eighty-six children (N = 86) with ages between 9 and 12 participated in the study. For the analysis, we used structural equation modeling and mediation analysis. Our results support efforts of educational researchers and practitioners who try to make learning activities more fun for students. While fun was not shown to have a direct effect on learning assessed through a self-report measure, it had a significant and positive indirect effect on perceived learning through student's attitude towards coding. Future research should examine whether this empirical finding extends to learning activities beyond coding and different age groups.

Original languageEnglish
Article number100270
Number of pages10
JournalInternational Journal of Child-Computer Interaction
Volume28
DOIs
Publication statusPublished - Jun 2021

Bibliographical note

Funding Information:
The authors wish to thank the anonymous students and their teachers for their participation in the study. We are also grateful for Jeroen Storm from SkillsDojo for his support with the instructional videos. This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors? views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains.

Funding

The authors wish to thank the anonymous students and their teachers for their participation in the study. We are also grateful for Jeroen Storm from SkillsDojo for his support with the instructional videos. This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement NO 787476. This paper reflects only the authors’ views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains. This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement NO 787476 . This paper reflects only the authors’ views. The Research Executive Agency (REA) and the European Commission are not responsible for any use that may be made of the information it contains.

FundersFunder number
Horizon 2020 Framework Programme
European Commission
Research Executive Agency
Horizon 2020NO 787476

    Keywords

    • Attitude
    • Coding
    • Fun
    • FunQ
    • Learning
    • Motivation

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