Advances in software engineering
Advances in software engineering
Cognitive Computer Tutors: Solving the Two-Sigma Problem
UM '01 Proceedings of the 8th International Conference on User Modeling 2001
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Learning strategies and undergraduate research
Proceedings of the 37th SIGCSE technical symposium on Computer science education
A game design methodology to incorporate social activist themes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game2Learn: building CS1 learning games for retention
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Game2Learn: improving the motivation of CS1 students
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
IEEE Software
Evaluation of a game-based lab assignment
Proceedings of the 4th International Conference on Foundations of Digital Games
A checklist for integrating student empirical studies with research and teaching goals
Empirical Software Engineering
Lessons from a course on serious games research and prototyping
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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We present the Game2Learn methodology for the design and evaluation of educational games with a focus on well-defined learning objectives and empirical verification. This integrative process adapts ideas from educational design, intelligent tutoring systems, classical test-theory, and interaction and game design, and agile software development. The methodology guides researchers through the steps of the design process, including identification of specific learning objectives, translation of learning activities to game mechanics, and the empirical evaluation of the final product. This methodology is particularly useful for ensuring successful student research experiences or software engineering courses.