ACM model high school computer science curriculum
Communications of the ACM - Special issue on technology in K–12 education
Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Agent-based end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Proceedings of the 37th SIGCSE technical symposium on Computer science education
The art and science of game programming
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Collaborative diffusion: programming antiobjects
Companion to the 21st ACM SIGPLAN symposium on Object-oriented programming systems, languages, and applications
Objects First With Java: A Practical Introduction Using BlueJ (3rd Edition)
Objects First With Java: A Practical Introduction Using BlueJ (3rd Edition)
Engaging students through mobile game development
Proceedings of the 40th ACM technical symposium on Computer science education
Proceedings of the 14th Western Canadian Conference on Computing Education
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study
Proceedings of the 4th International Conference on Foundations of Digital Games
AgentCubes: Incremental 3D end-user development
Journal of Visual Languages and Computing
Computer games and traditional CS courses
Communications of the ACM - Finding the Fun in Computer Science Education
Proceedings of the 41st ACM technical symposium on Computer science education
Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
Computational thinking for youth in practice
ACM Inroads
Developing a gaming concentration in the computer science curriculum at an HBCU (abstract only)
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Outreach for improved student performance: a game design and development curriculum
Proceedings of the 17th ACM annual conference on Innovation and technology in computer science education
Proceeding of the 44th ACM technical symposium on Computer science education
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Game development is quickly gaining popularity in introductory programming courses. Motivational and educational aspects of game development are hard to balance and often sacrifice principled educational goals. We are employing the notion of scalable game design as an approach to broaden participation by shifting the pedagogical focus from specific programming to more general design comprehension. Scalable game design combines the Flow psychological model, the FIT competency framework and the AgentSheets rapid game prototyping environment. The scalable aspect of our approach has allowed us to teach game design in a broad variety of contexts with students ranging from elementary school to CS graduate students, with projects ranging from simple Frogger-like to sophisticated Sims-like games, and with diverse cultures from the USA, Europe and Asia.