The quest for excellence in designing CS1/CS2 assignments
SIGCSE '96 Proceedings of the twenty-seventh SIGCSE technical symposium on Computer science education
Teaching the Nintendo generation to program
Communications of the ACM - Supporting community and building social capital
Teaching with games: the Minesweeper and Asteroids experience
Journal of Computing Sciences in Colleges
Positive experiences with an open project assignment in an introductory programming course
Proceedings of the 25th International Conference on Software Engineering
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Proceedings of the 37th SIGCSE technical symposium on Computer science education
The inverted curriculum in practice
Proceedings of the 37th SIGCSE technical symposium on Computer science education
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Motivating students of the Nintendo generation for Computer Science can only be achieved by providing them with an exiting and fresh CS1 course. The article describes the experience of redesigning the introductory programming course at ETH Zurich and shows how the combination of state-of-the-art visualizations with open project assignments enlivens students' enthusiasm for programming. It shows the setup and the involved libraries, provides example applications that were built in the course, and presents the data gathered in the evaluation of the open assignment.