Proceedings of the 46th ACM Technical Symposium on Computer Science Education 2015
DOI: 10.1145/2676723.2677236
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Integrating Role-Playing Games into Computer Science Courses as a Pedagogical Tool

Abstract: Gaming has been identified as a way to increase student engagement in the classroom. This qualitative study explored 78 undergraduate students' experiences with a role-playing game infused into two computer science courses. Open-ended student surveys served as the primary data source to explore, "In what ways, if any, does role-playing quest based curriculum support student learning and engagement?" Key curricular innovations are described along with assignments and assessments that were integrated. Three broa… Show more

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Cited by 14 publications
(8 citation statements)
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“…Thus, while in traditional face-to-face delivery, instructors experience difficulties maintaining students' engagement and successfully promoting active learning [34], other methods (e.g. [16,35]) including the use of technology as a mean to draw students interest with modern learning methods is a great asset in the toolbox of each academic. Robinson and Hullinger [36] mentions that one of the way educators can offer modules that promote student engagement, is through the use of online learning environments, as these tools are now used at most of the higher education institutions [37].…”
Section: Students' Engagement In Muvementioning
confidence: 99%
“…Thus, while in traditional face-to-face delivery, instructors experience difficulties maintaining students' engagement and successfully promoting active learning [34], other methods (e.g. [16,35]) including the use of technology as a mean to draw students interest with modern learning methods is a great asset in the toolbox of each academic. Robinson and Hullinger [36] mentions that one of the way educators can offer modules that promote student engagement, is through the use of online learning environments, as these tools are now used at most of the higher education institutions [37].…”
Section: Students' Engagement In Muvementioning
confidence: 99%
“…This is particularly beneficial with educational games focused on school related subjects that students might not otherwise choose to immerse themselves within. Toth and Kayler created a role-play game (RPG) in which used quests as a means of motivating students to complete the assignments in networking and operating systems courses [27].…”
Section: Gamificationmentioning
confidence: 99%
“…Toth and Kayler also provided a gamification layer within Operating Systems, Computer Networks, and Architecture courses [5]. They decided to bring the gamification not only into the class, but also out of class by having physical treasure hunts to reward students.…”
Section: Role-playing In Computer Sciencementioning
confidence: 99%