Computer organization & design: the hardware/software interface
Computer organization & design: the hardware/software interface
“Thick” authenticity: new media and authentic learning
Journal of Interactive Learning Research
Teaching the Nintendo generation to program
Communications of the ACM - Supporting community and building social capital
Introduction to Computing Systems: From Bits & Gates to C & Beyond
Introduction to Computing Systems: From Bits & Gates to C & Beyond
Computers for Communication, Not Calculation: Media as a Motivation and Context for Learning
HICSS '04 Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 4 - Volume 4
Tracking an innovation in introductory CS education from a research university to a two-year college
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Social networks generate interest in computer science
Proceedings of the 37th SIGCSE technical symposium on Computer science education
The Art of Computer Programming, Volume 1, Fascicle 1: MMIX -- A RISC Computer for the New Millennium (Art of Computer Programming)
Robots make computer science personal
Communications of the ACM - Software product line
Introduction to Computing and Programming with Java: A Multimedia Approach
Introduction to Computing and Programming with Java: A Multimedia Approach
Engineering Computation with MATLAB
Engineering Computation with MATLAB
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Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Using custom hardware and simulation to support computer systems teaching
WCAE '02 Proceedings of the 2002 workshop on Computer architecture education: Held in conjunction with the 29th International Symposium on Computer Architecture
Teaching embedded systems with FPGAs throughout a computer science course
WCAE '04 Proceedings of the 2004 workshop on Computer architecture education: held in conjunction with the 31st International Symposium on Computer Architecture
Narrating data structures: the role of context in CS2
Proceedings of the third international workshop on Computing education research
Games, robots, and robot games: complementary contexts for introductory computing education
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
IEEE Transactions on Education
Braided teaching in secondary CS education: contexts, continuity, and the role of programming
Proceedings of the 41st ACM technical symposium on Computer science education
Does contextualized computing education help?
ACM Inroads
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Proceedings of the 17th ACM annual conference on Innovation and technology in computer science education
ACM Transactions on Computing Education (TOCE)
Bringing contexts into the classroom: a design-based approach
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Exploring hypotheses about media computation
Proceedings of the ninth annual international ACM conference on International computing education research
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The ubiquity of personal computational devices in the lives of today's students presents a meaningful context for courses in computer organization beyond the general-purpose or imaginary processors routinely used. This article presents results of a comparative study examining student performance in a conventional organization course and in one that has been contextualized using a personal gaming platform as the pedagogical architecture. We find minimal differences in student learning but significant motivation and engagement gains for those in the contextualized course.