There's no place like home: continuing design in use
Design at work
Three levels of end-user tailoring: customization, integration, and extension
Computers and design in context
Behavior Processors: Layers between End-Users and Java Virtual Machines
VL '97 Proceedings of the 1997 IEEE Symposium on Visual Languages (VL '97)
Beginner's Guide to DarkBASIC Game Programming
Beginner's Guide to DarkBASIC Game Programming
Evaluating the effectiveness of a new instructional approach
Proceedings of the 35th SIGCSE technical symposium on Computer science education
C5 '04 Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing
Agent-based end-user development
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
greenfoot: combining object visualisation with interaction
OOPSLA '04 Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications
Learning through participatory simulations: network-based design for systems learning in classrooms
CSCL '99 Proceedings of the 1999 conference on Computer support for collaborative learning
AgentCubes: Raising the Ceiling of End-User Development in Education through Incremental 3D
VLHCC '06 Proceedings of the Visual Languages and Human-Centric Computing
Collaborative diffusion: programming antiobjects
Companion to the 21st ACM SIGPLAN symposium on Object-oriented programming systems, languages, and applications
Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's play
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Objects First With Java: A Practical Introduction Using BlueJ (3rd Edition)
Objects First With Java: A Practical Introduction Using BlueJ (3rd Edition)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Continuing motivation for game design
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Broadening participation through scalable game design
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Situational programming: agent behavior visual programming for MABS novices
MABS'10 Proceedings of the 11th international conference on Multi-agent-based simulation
Collective programming: making end-user programming (more) social
IS-EUD'11 Proceedings of the Third international conference on End-user development
Programming goes back to school
Communications of the ACM
Proceedings of the ninth annual international ACM conference on International computing education research
Conversational programming: exploring interactive program analysis
Proceedings of the 2013 ACM international symposium on New ideas, new paradigms, and reflections on programming & software
Hi-index | 0.02 |
3D game development can be an enticing way to attract K-12 students to computer science, but designing and programming 3D games is far from trivial. Students need to achieve a certain level of 3D fluency in modeling, animation, and programming to be able to create compelling 3D content. The combination of innovative end-user development tools and standards-based curriculum that promotes IT fluency by shifting the pedagogical focus from programming to design, can address motivational aspects without sacrificing principled educational goals. The AgentCubes 3D game-authoring environment raises the ceiling of end-user development without raising the threshold. Our formal user study shows that with Incremental 3D, the gradual approach to transition from 2D to 3D authoring, middle school students can build sophisticated 3D games including 3D models, animations, and programming.