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Game design & programming concentration within the computer science curriculum

Published: 23 February 2005 Publication History

Abstract

This paper describes initiatives at Marist College to develop a Game Concentration in the undergraduate Computer Science curriculum. These initiatives contemplate recommendations for existing courses as well as adoption of new courses. We also consider activities of the Association of Computing Machinery (ACM) in this area and opportunities for students beyond the classroom.

References

[1]
Adams, E., Break into the Game Industry, Osborne, 2003.]]
[2]
Bourg, D.M., Seemann, G., AI For Game Developers, O'Reilly, 2004.]]
[3]
Bushnell, N. "Relationships between fun and the computer business," CACM, vol. 39, no. 8, p. 31--37 (August 1996).]]
[4]
Burnham, V. Supercade, MIT Press, 2003.]]
[5]
Education Committee, The Curriculum Framework, International Game Developer's Association, v2.3, igda.org (February 2003).]]
[6]
Sethi, M., Game Programming for Teens, Premier (2003).]]
[7]
Various authors, "Physically Based Computer Animation," CACM, vol. 42, no.2 (February 2000).]]
[8]
Various authors, "Game Engines in Scientific Research," CACM, vol. 45, no. 1, (January 2002).]]
[9]
Various authors, ACM Queue (2004). vol. 1, no. 10, (February 2004).]]

Cited By

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  • (2020)Top-down Design of a CS Curriculum for a Computer Games BAProceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education10.1145/3341525.3387378(300-306)Online publication date: 15-Jun-2020
  • (2017)An Experience-based Comparison of Unity and Unreal for a Stand-alone 3D Game Development CourseProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education10.1145/3059009.3059013(70-75)Online publication date: 28-Jun-2017
  • (2014)Benefits of an introductory course in computer game development2014 9th International Conference on Computer Science & Education10.1109/ICCSE.2014.6926477(316-321)Online publication date: Aug-2014
  • Show More Cited By

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Published In

cover image ACM Conferences
SIGCSE '05: Proceedings of the 36th SIGCSE technical symposium on Computer science education
February 2005
610 pages
ISBN:1581139977
DOI:10.1145/1047344
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: 23 February 2005

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Author Tags

  1. curricular initiative
  2. game programming

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SIGCSE05
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SIGCSE05: Technical Symposium on Computer Science Education
February 23 - 27, 2005
Missouri, St. Louis, USA

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Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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Cited By

View all
  • (2020)Top-down Design of a CS Curriculum for a Computer Games BAProceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education10.1145/3341525.3387378(300-306)Online publication date: 15-Jun-2020
  • (2017)An Experience-based Comparison of Unity and Unreal for a Stand-alone 3D Game Development CourseProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education10.1145/3059009.3059013(70-75)Online publication date: 28-Jun-2017
  • (2014)Benefits of an introductory course in computer game development2014 9th International Conference on Computer Science & Education10.1109/ICCSE.2014.6926477(316-321)Online publication date: Aug-2014
  • (2013)Learning elsewhereProceedings of the 18th ACM conference on Innovation and technology in computer science education10.1145/2462476.2462499(70-75)Online publication date: 1-Jul-2013
  • (2013)Growing a computer science program with a focus on game developmentProceeding of the 44th ACM technical symposium on Computer science education10.1145/2445196.2445362(555-560)Online publication date: 6-Mar-2013
  • (2012)The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United StatesACM Transactions on Computing Education10.1145/2160547.216055012:2(1-47)Online publication date: 1-Apr-2012
  • (2012)Fitting the Needs of an IndustryACM Transactions on Computing Education10.1145/2160547.216054912:2(1-35)Online publication date: 1-Apr-2012
  • (2011)Motivations and informing frameworks of game degree programs in the United Kingdom and the United StatesProceedings of the 2011 conference on Information technology education10.1145/2047594.2047613(67-72)Online publication date: 20-Oct-2011
  • (2010)Collaborative design of cross-disciplinary game minors based on the IGDA curriculum frameworkProceedings of the fifteenth annual conference on Innovation and technology in computer science education10.1145/1822090.1822163(259-263)Online publication date: 26-Jun-2010
  • (2010)Exploration on personnel training for regional game industry development2010 International Conference on Educational and Network Technology10.1109/ICENT.2010.5532143(128-130)Online publication date: Jun-2010
  • Show More Cited By

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