An empirical investigation of the tacit plan knowledge in programming
Human factors in computer systems
Modeling and simulation: linking entertainment and defense
Modeling and simulation: linking entertainment and defense
Applied Numerical Methods for Engineers and Scientists
Applied Numerical Methods for Engineers and Scientists
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
How Computer Games Help Children Learn
How Computer Games Help Children Learn
Games for science and engineering education
Communications of the ACM - Creating a science of games
Dynamics of Student Cognitive-Affective Transitions During a Mathematics Game
Simulation and Gaming
New technology trends in education: Seven years of forecasts and convergence
Computers & Education
Using game development to teach software architecture
International Journal of Computer Games Technology
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
A narrative metaphor to facilitate educational game authoring
Computers & Education
Video gameplay, personality and academic performance
Computers & Education
ACM Transactions on Computing Education (TOCE)
The validity of a game-based assessment of persistence
Computers in Human Behavior
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
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One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students learn and implement numerical methods content. The design of the course, around a video game, is rooted in commonly accepted theories of how people learn. The article describes a study to assess the effectiveness of the video game-based course. Results show that students taking the game-based course, on average, spend roughly twice as much time, outside of class, on their course work. In a concept mapping exercise, students taking the game-based course demonstrate deeper learning compared to their counterparts taking traditional lecture/textbook-based numerical methods courses.