Middle school girls + games programming = information technology fluency
Proceedings of the 6th conference on Information technology education
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Proceedings of the 37th SIGCSE technical symposium on Computer science education
Alice, middle schoolers & the imaginary worlds camps
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Games for science and engineering education
Communications of the ACM - Creating a science of games
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Proceedings of the 39th SIGCSE technical symposium on Computer science education
Gaming for middle school students: building virtual worlds
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Operating a computer science game degree program
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
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We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates. Examples from K-12 through baccalaureate studies are presented to substantiate our argument that games should be further embraced as a means to produce needed computer scientists and engineers. We sketch a framework integrating all STEM pipeline phases that may be used as the context for dialog among academic and industry stakeholders. We mention middle and high school programs, collegiate software development contests and innovative product competitions in relation to STEM pipeline phases. We conclude by proposing a national tracking system for evaluating STEM pipeline effectiveness and student outcomes.