Proceedings of the 2nd conference on Integrating technology into computer science education
Teaching the Nintendo generation to program
Communications of the ACM - Supporting community and building social capital
Experience with an industry-driven capstone course on game programming: extended abstract
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Game design & programming concentration within the computer science curriculum
Proceedings of the 36th SIGCSE technical symposium on Computer science education
The curse of Monkey Island: holding the attention of students weaned on computer games
Journal of Computing Sciences in Colleges
Journal of Computing Sciences in Colleges
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Game design and development students: who are they?
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
Critical skills for game developers: an analysis of skills sought by industry
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Engagement: gaming throughout the curriculum
Proceedings of the 40th ACM technical symposium on Computer science education
Entertainment arts and engineering(or how to fast track a new interdisciplinary program)
Proceedings of the 40th ACM technical symposium on Computer science education
What game developers look for in a new graduate: interviews and surveys at one game company
Proceedings of the 41st ACM technical symposium on Computer science education
Proceedings of the 42nd ACM technical symposium on Computer science education
Proceedings of the 42nd ACM technical symposium on Computer science education
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In response to students' overwhelming interest in game development and a cumbersome curriculum change process, we hosted at our large university a year-long extracurricular competition in which students designed and implemented video games. Monetary prizes were made possible by a private grant. Our goals were to give students a chance to learn outside of the classroom and to break down institutional barriers that pigeonhole students into compartmentalized skill sets. We believe the competition is worth repeating at our university and elsewhere, but several issues should be addressed first. In this experience report, we share our model for the competition and critique it based on student feedback.