Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game design & programming concentration within the computer science curriculum
Proceedings of the 36th SIGCSE technical symposium on Computer science education
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Queue - Computer Architecture
The impact of game design on students' interest in CS
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Operating a computer science game degree program
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Computer games degrees in the UK: a review of current practice
ACM SIGGRAPH ASIA 2008 educators programme
Engagement: gaming throughout the curriculum
Proceedings of the 40th ACM technical symposium on Computer science education
ACM Transactions on Computing Education (TOCE)
ACM Transactions on Computing Education (TOCE)
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The rise of games in the marketplace has resulted in a birth of a number of academic institutions establishing game degree programs. These programs may be entirely technical, like those based on a more traditional computer science program, or may be less technical and more focused on design and creativity. Unlike more established fields where information sharing is the norm, the newness of game degree programs means there is less information to guide faculty during the curriculum planning process. Further, though there has been much speculation about why these programs have been created, there is no formal research that explores the motivation behind their establishment. This study employed an explanatory mixed methods design to examine methods institutions used to inform the creation of their curriculum. The results provide important groundwork for educational researchers to consider when further examining the curriculum planning process for game degree programs.