Programming and computational thinking have become very importantin the context of general learning for the near future, and for that reason, a widebreadth of initiatives to promote their acquisition exist. However, two of the mainentry barriers are student engagement, and the fact that solving coding problemsrequires a more abstract approach, instead of a purely technical one, relying onproblem-solving skills. To address these two issues, this paper presents a study onthe use of two very popular and highly rated computer games of the “programming”genre (named “Human Resource Machine” and “7 Billion Humans”, applied indifferent distance learning courses aimed at adult students (median age, 31). Theresults show that both were perceived as very useful during the initial weeks ofthe semester to complement their knowledge acquisition through practice, as wellas having a positive impact in their sense of self-efficacy. Mostly, thanks to theirengaging interface, immediate feedback and presenting failure as just a challengeto the player to try again and do better.
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