Proceedings of the 47th ACM Technical Symposium on Computing Science Education 2016
DOI: 10.1145/2839509.2844656
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Design Insights into the Creation and Evaluation of a Computer Science Educational Game

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Cited by 17 publications
(10 citation statements)
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“…Games (and game-based curricula) provide a widespread medium to support the teaching and learning of CS and IT (Vihavainen et al, 2014). Games have been used to improve several aspects in CS and IT education, for example the lack of diversity in science, technology, engineering, and mathematics (STEM) elds, including CS, at both university and K-12 levels (Horn et al, 2016). Games have also been used as a means to enhance student engagement and motivation (Wallace et al, 2010).…”
Section: Related Workmentioning
confidence: 99%
“…Games (and game-based curricula) provide a widespread medium to support the teaching and learning of CS and IT (Vihavainen et al, 2014). Games have been used to improve several aspects in CS and IT education, for example the lack of diversity in science, technology, engineering, and mathematics (STEM) elds, including CS, at both university and K-12 levels (Horn et al, 2016). Games have also been used as a means to enhance student engagement and motivation (Wallace et al, 2010).…”
Section: Related Workmentioning
confidence: 99%
“…A utilização de um jogo virtual apropriado para facilitar o ensino pode fornecer ao aluno um ambiente lúdico que utiliza tecnologias de modo estimulante, promovendo a familiaridade e tirando o foco do quadro e do professor, criando condições favoráveis para que o aluno procure ser protagonista no desenvolvimento de sua base de conhecimentos e aprenda a relacionar e aplicar os conceitos da área de computação (Sajana, 2015;Horn, 2016;Cass, 2017;Tang, 2018;Xi, 2019). O jogo escolhido para este trabalho foi o TIS-100 produzido pela empresa Zachtronics (Zachtronics, 2019), que estimula a utilização de seus jogos no ambiente acadêmico e os disponibiliza gratuitamente para instituições de ensino para uso com fins educacionais.…”
Section: Gamificaçãounclassified
“…PCG have has applied in EG approaching a varied set of subjects, such as math [Rodrigues et al 2017, Smith et al 2012, Butler et al 2015, Lara et al 2018, computing [Horn et al 2016, Dong and Barnes 2017, Valls-Vargas et al 2017, Dezani et al 2017, resource management [Aslam et al 2017, Luo et al 2017, Grappiolo et al 2011, evolution [Soule et al 2017], therapy [Duval et al 2017], and reading [Hooshyar et al 2018]. In those studies, PCG was mostly used to generate levels or its components (e.g.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The exceptions are the cases where the algorithms were analyzed [Soule et al 2017, Smith et al 2012, Valls-Vargas et al 2017, Dong and Barnes 2017 or no user evaluation was performed [Dezani et al 2017]. In contrast, works reporting user-based studies mainly evaluated users' behavior [Butler et al 2015], affective states' changes [Lara et al 2018], learning gains [Hooshyar et al 2018, Rodrigues et al 2017, Horn et al 2016, in-game performance [Aslam et al 2017], opinions [Duval et al 2017], and the proposed approach's performance [Luo et al 2017, Grappiolo et al 2011].…”
Section: Literature Reviewmentioning
confidence: 99%