On Fun for Teaching Large Programming Courses

📅 2026-01-14
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🤖 AI Summary
This study addresses the challenges of student distraction and difficulty grasping abstract concepts commonly encountered in large-scale programming courses. To mitigate these issues, the authors propose a non-digital, experiential learning–based pedagogical approach that systematically integrates ten embodied, interactive activities—such as human wave simulations of algorithms, paper airplane message passing, and spatial constructions of recursive structures—into classroom instruction. By incorporating physical movement and role-playing akin to sports-based engagement, this method transforms the physical classroom space into a scalable, content-aligned teaching tool. Implemented over three consecutive years with more than 500 students, the approach demonstrated significant improvements in learners’ attention, retention of core programming concepts, and post-class reflective capacity, thereby facilitating deeper conceptual internalization.

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📝 Abstract
Teaching software development basics to hundreds of students in a frontal setting is cost-efficient and thus still common in universities. However, in a large lecture hall, students can easily get bored, distracted, and disengaged. The frontal setting can also frustrate lecturers since interaction opportunities are limited and hard to scale. Fun activities can activate students and, if well designed, can also help remember and reflect on abstract software development concepts. We present a novel catalogue of ten physical fun activities, developed over years to reflect on basic programming and software development concepts. The catalogue includes the execution of a LA-OLA algorithm as in stadiums, using paper planes to simulate object messages and pointers, and traversing a lecture hall as a tree or a recursive structure. We report our experience of using the activities in a large course with 500+ students three years in a row. We also conducted an interview study with 15 former students of the course and 14 experienced educators from around the globe. The results suggest that the fun activities can enable students to stay focused, remember key concepts, and reflect afterwards. However, keeping the activities concise and clearly linked to the concepts taught seems to be key to their acceptance and effectiveness.
Problem

Research questions and friction points this paper is trying to address.

large programming courses
student engagement
frontal teaching
classroom interaction
teaching effectiveness
Innovation

Methods, ideas, or system contributions that make the work stand out.

active learning
physical computing activities
large-scale programming education
conceptual reflection
engagement strategies
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