Role of interface manipulation style and scaffolding on cognition and concept learning in learnware
ACM Transactions on Computer-Human Interaction (TOCHI)
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
More than just fun and games: assessing the value of educational video games in the classroom
CHI '04 Extended Abstracts on Human Factors in Computing Systems
MUSHI: a multi-device framework for collaborative inquiry learning
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Why students drop out CS1 course?
Proceedings of the second international workshop on Computing education research
Parson's programming puzzles: a fun and effective learning tool for first programming courses
ACE '06 Proceedings of the 8th Australasian Conference on Computing Education - Volume 52
Toward operationalization of 'flow' in mathematics learnware
Computers in Human Behavior
Adaptation of team-based learning on a first term programming class
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Educational games for CS1: raised questions
Proceedings of the 16th Western Canadian Conference on Computing Education
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Although first year computer science courses commonly have relatively large class sizes and a high level of initial attendance, they often succumb to unacceptable drop-out rates. Following a similar model to the popular game Brain Age, we propose a database-oriented game system. The system utilizes a "plug-and-play" methodology to allow self-contained puzzles and challenges to be sorted into modules, games, and levels that can be interconnected using an unlock-tree/prerequisite structure. The database configuration allows for a virtually unlimited number of student users as well as differentiation between courses, sections, and years/semesters. To complement the game system, administrative software was also produced that allows the creation and deletion of courses, the enrollment and disenrollment of students, and modifications to the unlock tree. A sample game illustrates what can be accomplished using that strategy.