An Interactive Chess-Puzzle-Simulation for Computer Science Education

Authors

  • Michael Holly Institute of Interactive Systems and Data Science Graz University of Technology Graz, Austria
  • Jan-Heliodor Tscherko Institute of Interactive Systems and Data Science Graz University of Technology Graz, Austria
  • Johanna Pirker Institute of Interactive Systems and Data Science Graz University of Technology Graz, Austria

DOI:

https://doi.org/10.56198/

Keywords:

Computer science education, Learning, e-learning, Chess game

Abstract

The hype around the series ”The Queen’s Gambit” led to a boom in playing chess. The game enhances strategic thinking, stimulates intellectual creativity, and improves problem-solving. These skills are increasingly in demand and also essential in the field of computer science (CS). Traditional teaching approaches are often insufficient to teach CS concepts. Interactive and digital experiences can be used to create an exciting, engaging, and realistic learning environment. In this paper, we explore the potential of a chess-based learning approach to increase motivation in CS. The application includes an interactive chess-puzzle simulation to teach the concept of state machines using a chessboard as an input field. We present a study with 35 students for evaluating the students’ motivation, emotions, and workload with a focus on the learning experience. The results indicate a positive impact on the learning process and engage students in learning computer science.

Published

02-12-2025

Conference Proceedings Volume

Section

Conference Proceeedings

Categories

How to Cite

An Interactive Chess-Puzzle-Simulation for Computer Science Education. (2025). Immersive Learning Research - Academic, 1(1), 121-125. https://doi.org/10.56198/

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