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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.
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Gee, J. P. What video games have to teach us about learning and literacy. Comput. Entertain. 1, 1 (Oct. 2003), 20.
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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.

Cited By

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  • (2024)Understanding the Effects of Adding a CS0 Course to a Computer Science Curriculum: A Long-Term StudyJournal of Computing Sciences in Colleges10.5555/3715638.371566440:4(108-117)Online publication date: 1-Sep-2024
  • (2022)Game Mechanics Supporting a Learning and Playful Experience in Educational Escape GamesResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch040(884-902)Online publication date: 2022
  • (2022)Characterizing High School Participants’ Motivations and Outcomes in a Service-Oriented Summer InternshipProceedings of the 22nd Koli Calling International Conference on Computing Education Research10.1145/3564721.3564734(1-12)Online publication date: 17-Nov-2022
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Published In

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
  • 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
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

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  1. capstone courses
  2. games
  3. undergraduate research

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ITiCSE '07 Paper Acceptance Rate 62 of 210 submissions, 30%;
Overall Acceptance Rate 552 of 1,613 submissions, 34%

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Cited By

View all
  • (2024)Understanding the Effects of Adding a CS0 Course to a Computer Science Curriculum: A Long-Term StudyJournal of Computing Sciences in Colleges10.5555/3715638.371566440:4(108-117)Online publication date: 1-Sep-2024
  • (2022)Game Mechanics Supporting a Learning and Playful Experience in Educational Escape GamesResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch040(884-902)Online publication date: 2022
  • (2022)Characterizing High School Participants’ Motivations and Outcomes in a Service-Oriented Summer InternshipProceedings of the 22nd Koli Calling International Conference on Computing Education Research10.1145/3564721.3564734(1-12)Online publication date: 17-Nov-2022
  • (2022)How families design and program games: a qualitative analysis of a 4-week online in-home studyProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529724(237-252)Online publication date: 27-Jun-2022
  • (2022)Designing Programming Games for Diversity in Teaching Introductory ProgrammingICT Education10.1007/978-3-030-92858-2_2(19-36)Online publication date: 1-Jan-2022
  • (2021)Infusing Computing: Moving a Service Oriented Internship Program Online2021 Conference on Research in Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT51740.2021.9620644(1-5)Online publication date: 23-May-2021
  • (2020)Game Mechanics Supporting a Learning and Playful Experience in Educational Escape GamesGlobal Perspectives on Gameful and Playful Teaching and Learning10.4018/978-1-7998-2015-4.ch007(143-162)Online publication date: 2020
  • (2020)Fostering Programming Practice through GamesInformation10.3390/info1111049811:11(498)Online publication date: 24-Oct-2020
  • (2020)Infusing Computing: A Scaffolding and Teacher Accessibility Analysis of Computing Lessons Designed by NovicesProceedings of the 20th Koli Calling International Conference on Computing Education Research10.1145/3428029.3428056(1-11)Online publication date: 19-Nov-2020
  • (2020)FLAMES: A Socially Relevant Computing Summer Internship for High School Students2020 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)10.1109/RESPECT49803.2020.9272515(1-4)Online publication date: 10-Mar-2020
  • Show More Cited By

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