A C-based graphics library for CS1
SIGCSE '95 Proceedings of the twenty-sixth SIGCSE technical symposium on Computer science education
Adding breadth to CS1 and CS2 courses through visual and interactive programming projects
SIGCSE '99 The proceedings of the thirtieth SIGCSE technical symposium on Computer science education
Designing courseware on algorithms for active learning with virtual board games
ITiCSE '99 Proceedings of the 4th annual SIGCSE/SIGCUE ITiCSE conference on Innovation and technology in computer science education
Teaching the Nintendo generation to program
Communications of the ACM - Supporting community and building social capital
Pre-games: games designed to introduce CS1 and CS2 programming assignments
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Teaching with games: the Minesweeper and Asteroids experience
Journal of Computing Sciences in Colleges
CS1 and CS2: write computer games in Java!
ACM SIGCSE Bulletin
Do computer games have a role in the computing classroom?
ACM SIGCSE Bulletin
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Computer games and CS education: why and how
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Playing around in the CS curriculum: reversi as a teaching tool
Journal of Computing Sciences in Colleges
Game programming in introductory courses with direct state manipulation
ITiCSE '05 Proceedings of the 10th annual SIGCSE conference on Innovation and technology in computer science education
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Digital gaming as a vehicle for learning
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Graphical game development in CS2: a flexible infrastructure for a semester long project
Proceedings of the 37th SIGCSE technical symposium on Computer science education
ACE '06 Proceedings of the 8th Australasian Conference on Computing Education - Volume 52
Learning to Program with Alice, Brief Edition
Learning to Program with Alice, Brief Edition
Data Structures and Algorithms in Java
Data Structures and Algorithms in Java
Supporting active learning and example based instruction with classroom technology
Proceedings of the 38th SIGCSE technical symposium on Computer science education
A games first approach to teaching introductory programming
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Experiencing aspects of games programming in an introductory computer graphics class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Game-themed programming assignments: the faculty perspective
Proceedings of the 39th SIGCSE technical symposium on Computer science education
On the implementation of self-assessment in an introductory programming course
ACM SIGCSE Bulletin
Engaging high school students in computer science via challenging applications
Proceedings of the 2011 conference on Information technology education
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We have designed and implemented game-themed programming assignment modules targeted specifically for adoption in existing introductory programming classes. These assignments are self-contained, so that faculty members with no background in graphics/gaming can selectively pick and choose a subset to combine with their own assignments in existing classes. This paper begins with a survey of previous results, followed by a description of the game-themed assignment modules. The paper then focuses on our efforts in assessing the assignments: including details of the procedures and instruments for evaluating student achievement of learning outcomes and attitudes towards the assignments, as well as the extra effort required of faculty to adopt the assignments in existing clases.