2006
DOI: 10.1145/1124706.1121463
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Digital gaming as a vehicle for learning

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Cited by 17 publications
(10 citation statements)
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References 8 publications
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“…This game was the most difficult and complex assignment in the RAPT program due to the variety of tasks that students needed to do. A framework such as the one created by Tiffany Barnes [1] may be of great help to those looking for simple ways to start having students play in order to learn.…”
Section: Use Games In Different Waysmentioning
confidence: 99%
“…This game was the most difficult and complex assignment in the RAPT program due to the variety of tasks that students needed to do. A framework such as the one created by Tiffany Barnes [1] may be of great help to those looking for simple ways to start having students play in order to learn.…”
Section: Use Games In Different Waysmentioning
confidence: 99%
“…Similar to much of the existing work in integrating computer gaming into CS curriculum [35,21], one of the major motivations of our work is to further engage students via interesting and/or relevant assignments. With the recent decline in enrollments [33] and the decrease in student diversity [32], many people have pointed to the potentials of using highly interactive media applications as ways to connect with the new generation of students (e.g., [14]).…”
Section: Student Perspectivementioning
confidence: 99%
“…It has been demonstrated that teaching computer science (CS) concepts based on programming interactive graphical games motivates and engages students while accomplishing the desired student learning outcome (e.g., [30,35]). Our own experience in integrating computer graphics and games programming [29] verified this observation.…”
Section: Introductionmentioning
confidence: 99%
“…Most students leave after taking their first or second computing course, with attrition rates as high as 30-40% [4]. Games have increasingly been used to improve interest and retention in undergraduate programs in computer science through assignments, curricula, and undergraduate research [14], e.g. [2] [8] [3].…”
Section: Introductionmentioning
confidence: 99%