Benefits and Challenges of Implementing Retro Arcade in Informatics: A Case Study in Secondary Education
摘要
This paper explores the integration of the Retro Arcade game console as a follow-up extension module to the Micro:bit in secondary school informatics education. The objective of the study was to assess the educational potential of combining hardware (Retro Arcade) with a visual programming environment (MakeCode Arcade), and to identify both the strengths and limitations of this approach. The research design was a case study, based on qualitative methods and involved active student participation in creating original games. The project focused on the development of programming skills, analysis of informatics-related content, and the enhancement of digital literacy, computational thinking, and social competencies. Data were collected through classroom observations, semi-structured interviews, and analysis of students’ final products. The results indicate a high level of student motivation and engagement, with notable educational benefits in terms of programming practice, teamwork, and interdisciplinary learning. Despite encountering certain technical and methodological challenges, these did not prevent the effective use of the console in the classroom setting. The Retro Arcade platform proved to be a valuable educational tool for reinforcing and expanding students’ programming knowledge, encouraging creativity, and supporting critical thinking within the context of modern informatics education. The study suggests that integrating playful, game-based development tools into formal curricula can enhance learning outcomes and foster deeper student involvement in informatics.