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Game2Learn: building CS1 learning games for retention

Published: 25 June 2007 Publication History

Abstract

This paper presents Game2Learn, an innovative project designed to leverage games in retaining students in computer science (CS). In our two-pronged approach, students in integrative final-year capstone courses and summer research experiences develop games to teach computer science, which, in turn, will be used to improve introductory computing courses. Our successful model for summer undergraduate research and capstone projects engages students in solving the computing retention problem, allows them to quickly create games, and instructs students in user- and learner-centered design and research methods. Results show that this method of building games to teach engages students at multiple levels, inspiring newer students that one day their homework may all be games, and encouraging advanced students to continue on into graduate studies in computing.

References

[1]
ACM/IEEE-CS Joint Curriculum Task Force. Computing Curricula 2001. Accessed Sep. 8, 2006. http://acm.org/education/curric_vols/cc2001.pdf
[2]
Aspray, W., & Bernat, A. Recruitment and retention of underrepresented minority graduate students in computer science: Report of a workshop, March 4-5, 2000. Washington, DC: Computing Research Association.
[3]
Barnes, T., H. Richter. Game2Learn: Improving the engagement and motivation of CS1 students. Submitted to ACM SIGRAPH Symposium on Video Games 2007.
[4]
Bayliss, J. & S. Strout. Games as a "flavor" of CS1. In SIGCSE2006. ACM Press, New York, NY, 500--504.
[5]
Beaubouef, T. & J. Mason. Why the high attrition rate for computer science students: some thoughts and observations. SIGCSE Bull. 37, 2 (Jun. 2005), 103--106.
[6]
Case, S. Women in Gaming. Microsoft, Jan. 12, 2004. http://www.microsoft.com/windowsxp/using/games/learnmore/womeningames.mspx
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Clear, T., Goldweber, M., Young, F. H., Leidig, P. M., and Scott, K. 2001. Resources for instructors of capstone courses in computing. SIGCSE Bull. 33, 4 (Dec. 2001), 93--113.
[8]
Clua, E., B. Feijó, J. Schwartz, M. Graças, K. Perlin, R. Tori, T. Barnes. Games and Interactivity in Computer Science Education. Panel at SIGGRAPH, Boston, MA, August 2006.
[9]
Garris, Ahlers, & Driskell. Games, motivation, and learning: a research and practice model. Simulation & Gaming, Vol. 33, No. 4, 2002, 441--467.
[10]
Gee, J. P. What video games have to teach us about learning and literacy. Comput. Entertain. 1, 1 (Oct. 2003), 20.
[11]
Parberry, I., Roden, T., & Kazemzadeh, M. Experience with an industry-driven capstone course on game programming: extended abstract. SIGCSE 2005: p 91--95.
[12]
Polack-Wahl, J. & Anewalt, K. Undergraduate research: Learning strategies and undergraduate research. SIGCSE 2006: 209--213.
[13]
Prensky, M. Digital Game-Based Learning, New York, McGraw-Hill, 2001.
[14]
Zweben, S. Computing Research Association Taulbee Survey, May 2005.

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  • (2021)Teaching and Learning to Program: Umbrella Review of Introductory Programming in Higher EducationMathematics10.3390/math91517379:15(1737)Online publication date: 23-Jul-2021
  • (2020)TIPP&SEEProceedings of the 51st ACM Technical Symposium on Computer Science Education10.1145/3328778.3366821(79-85)Online publication date: 26-Feb-2020
  • (2019)Computational Thinking Education in the Asian Pacific RegionThe Asia-Pacific Education Researcher10.1007/s40299-019-00494-w29:1(1-8)Online publication date: 18-Dec-2019
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Information & Contributors

Information

Published In

cover image ACM SIGCSE Bulletin
ACM SIGCSE Bulletin  Volume 39, Issue 3
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education (ITiCSE'07)
September 2007
366 pages
ISSN:0097-8418
DOI:10.1145/1269900
Issue’s Table of Contents
  • cover image ACM Conferences
    ITiCSE '07: Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
    June 2007
    386 pages
    ISBN:9781595936103
    DOI:10.1145/1268784
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 June 2007
Published in SIGCSE Volume 39, Issue 3

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Author Tags

  1. capstone courses
  2. games
  3. undergraduate research

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Cited By

View all
  • (2021)Teaching and Learning to Program: Umbrella Review of Introductory Programming in Higher EducationMathematics10.3390/math91517379:15(1737)Online publication date: 23-Jul-2021
  • (2020)TIPP&SEEProceedings of the 51st ACM Technical Symposium on Computer Science Education10.1145/3328778.3366821(79-85)Online publication date: 26-Feb-2020
  • (2019)Computational Thinking Education in the Asian Pacific RegionThe Asia-Pacific Education Researcher10.1007/s40299-019-00494-w29:1(1-8)Online publication date: 18-Dec-2019
  • (2019)BashDungeonMultimedia Tools and Applications10.1007/s11042-019-7230-378:10(13731-13746)Online publication date: 1-May-2019
  • (2019)Learning Word Problem Solving Process in Primary School Students: An Attempt to Combine Serious Game and Polya’s Problem Solving ModelData Analytics Approaches in Educational Games and Gamification Systems10.1007/978-981-32-9335-9_8(139-163)Online publication date: 11-Sep-2019
  • (2019)Current Trends in On-line Games for Teaching Programming Concepts to Primary School StudentsTechnology and Innovation in Learning, Teaching and Education10.1007/978-3-030-20954-4_5(62-78)Online publication date: 29-May-2019
  • (2017)CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer ProgrammingIEEE Transactions on Learning Technologies10.1109/TLT.2016.255666610:2(219-235)Online publication date: 1-Apr-2017
  • (2015)Enhancing the CS1 student experience with gamification2015 IEEE Integrated STEM Education Conference10.1109/ISECon.2015.7119953(94-99)Online publication date: Mar-2015
  • (2015)Learning Basic Programming Concepts by Creating Games with Scratch Programming EnvironmentProcedia - Social and Behavioral Sciences10.1016/j.sbspro.2015.04.224191(1479-1482)Online publication date: Jun-2015
  • (2015)Theoretical Framework Study on Formgiving Mobile Education Game Design TechnologyInternational Colloquium of Art and Design Education Research (i-CADER 2014)10.1007/978-981-287-332-3_5(47-52)Online publication date: 2015
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