TY - GEN
T1 - Intrinsic vs. Extrinsic Programming Challenges in Educational Games
T2 - 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026
AU - Chen, Baijun
AU - Pan, Yushan
AU - Xiang, Nan
AU - Huang, Shenze Shandel
N1 - Publisher Copyright:
© 2026 Copyright held by the owner/author(s).
PY - 2026/4/13
Y1 - 2026/4/13
N2 - Educational programming games (EPGs) build computational thinking (CT), a vital 21st-century skill. A core design challenge is how pedagogical and gameplay challenges are integrated to balance educational objectives with player engagement. This study formalizes two contrasting challenge design patterns that reflect distinct integration strategies: extrinsic programming challenges (C1), a pedagogy-oriented design where programming is the core challenge enforced through external constraints; and intrinsic programming challenges (C2), a gameplay-oriented design where programming serves as a tool for overcoming gameplay challenges raised by in-game puzzles. To examine these challenge design patterns, we developed two isomorphic EPGs WannaBone1 (C1) and WannaBone2 (C2), each featuring 20 levels introducing sequences, loops, conditionals, and global variables. A controlled classroom study with 306 primary school students reveals that both designs improve CT, whereas C2 yields significantly higher intrinsic learning motivation and high-order immersion of flow. These findings indicate that a gameplay-oriented rather than pedagogy-oriented design perspective better unites education and entertainment, guiding future EPGs design.
AB - Educational programming games (EPGs) build computational thinking (CT), a vital 21st-century skill. A core design challenge is how pedagogical and gameplay challenges are integrated to balance educational objectives with player engagement. This study formalizes two contrasting challenge design patterns that reflect distinct integration strategies: extrinsic programming challenges (C1), a pedagogy-oriented design where programming is the core challenge enforced through external constraints; and intrinsic programming challenges (C2), a gameplay-oriented design where programming serves as a tool for overcoming gameplay challenges raised by in-game puzzles. To examine these challenge design patterns, we developed two isomorphic EPGs WannaBone1 (C1) and WannaBone2 (C2), each featuring 20 levels introducing sequences, loops, conditionals, and global variables. A controlled classroom study with 306 primary school students reveals that both designs improve CT, whereas C2 yields significantly higher intrinsic learning motivation and high-order immersion of flow. These findings indicate that a gameplay-oriented rather than pedagogy-oriented design perspective better unites education and entertainment, guiding future EPGs design.
UR - https://www.scopus.com/pages/publications/105038736124
U2 - 10.1145/3772318.3791676
DO - 10.1145/3772318.3791676
M3 - Conference Proceeding
AN - SCOPUS:105038736124
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2026 - Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems
A2 - Oliver, Nuria
A2 - Shamma, David A.
A2 - Candello, Heloisa
A2 - Cesar, Pablo
A2 - Lopes, Pedro
A2 - Bozzon, Alessandro
A2 - Kosch, Thomas
A2 - Liao, Vera
A2 - Ma, Xiaojuan
A2 - Artizzu, Valentino
A2 - Draxler, Fiona
A2 - Lopez, Gustavo
A2 - Reinschluessel, Anke V.
A2 - Tong, Xin
A2 - Toups Dugas, Phoebe O.
PB - Association for Computing Machinery
Y2 - 13 April 2026 through 17 April 2026
ER -