Integrating engagement and first year problem solving using game controller technology

  • Authors:
  • Thomas E. Daniels

  • Affiliations:
  • Iowa State University, Department of Electrical and Computer Engineering, Ames, IA

  • Venue:
  • FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
  • Year:
  • 2009

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Abstract

Entering college students in computer science and computer engineering face not only a challenging first year experience, but also typically must complete a grueling programming class for which many students are ill-prepared. While much work has focused on difficulties in such classes, our experience is that students who are ill prepared yet capable need a motivating and engaging factor to offset their challenges in the class. In this paper, we describe an ongoing project that integrates the Nintendo Wii Remote into such freshman class. By integrating a technically rich, familiar device into the classwork, students are challenged to learn about the device and engaged by learning how to use it in their coursework. We will describe technical and pedagogical challenges and their respective solutions. We also present initial feedback in using the Wii Remote in a Computer Engineering freshman problem-solving course.