CSCW at play: 'there' as a collaborative virtual environment
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Enhancing CS programming lab courses using collaborative editors
Journal of Computing Sciences in Colleges
PAIR programming as a model of collaborative learning: a review of the research
Journal of Computing Sciences in Colleges
Voices of women in a software engineering course: reflections on collaboration
Journal on Educational Resources in Computing (JERIC) - Special Issue on Gender-Balancing Computing Education
ADC '05 Proceedings of the Agile Development Conference
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
ICSE '07 Proceedings of the 29th international conference on Software Engineering
Pair programming in CS1: overcoming objections to its adoption
ACM SIGCSE Bulletin
A development environment for distributed synchronous collaborative programming
Proceedings of the 13th annual conference on Innovation and technology in computer science education
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Blissfully productive: grouping and cooperation in world of warcraft instance runs
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Game2Learn: improving the motivation of CS1 students
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Proceedings of the 40th ACM technical symposium on Computer science education
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Today's Millennial students have changing preferences for education and work environments that negatively affect their enrollment and retention rates into university computer science programs. To better suit these preferences, and to improve CS educational techniques, teaching methods and tools outside of the traditional lecture sessions and textbooks must be explored and implemented. Currently, both serious games and collaborative classroom work, including pair programming, are the focus of studies meant to do just this. The proposed work deals with both serious games and student collaboration research, positing that educational games with collaborative elements (multiplayer games) will take advantage of the benefits offered by each of these areas, resulting in an educational game that demonstrates increased learning gains and student engagement above that of individual learning game experiences. Collaborative educational games and software also have the potential to solve many of the problems that collaborative work may pose to course instructors in terms of helping to regulate and evaluate student performance.