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
ICSE '07 Proceedings of the 29th international conference on Software Engineering
The effects of pair-programming on individual programming skill
Proceedings of the 39th SIGCSE technical symposium on Computer science education
An experimental study of cooperative learning in cs1
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Broadening participation through scalable game design
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Multidisciplinary students and instructors: a second-year games course
Proceedings of the 39th SIGCSE technical symposium on Computer science education
iTunes University and the classroom: Can podcasts replace Professors?
Computers & Education
Proceedings of the 14th Western Canadian Conference on Computing Education
Documentation comes to life in computational thinking acquisition with agentsheets
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
Hi-index | 0.00 |
Cyberlearning infrastructures are increasingly being integrated into physical classrooms and are often used by online classes as an outright replacement for the physical classroom. In Spring 2009, The Educational Game Design Class, taught at the University of Colorado Boulder, employed a cyberlearning infrastructure enabling students to run and even download classmate assignment submissions before the homework deadline. This cyberlearning infrastructure, called the Scalable Game Design Arcade, also allowed students to give feedback on other students' assignments. Analysis of data from the Scalable Game Design Arcade indicates that students used the online infrastructure to play and appraise fellow students' games. Interestingly however, data suggests that most students preferred to give feedback verbally in-person during class; data also indicates that in-class feedback was the most effective in terms of getting students to improve and resubmit their assignments.