An undergraduate curriculum in expert systems design or knowledge engineering
CSC '87 Proceedings of the 15th annual conference on Computer Science
Problems and Programmers: an educational software engineering card game
Proceedings of the 25th International Conference on Software Engineering
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Uses of the LOGO programming language in undergraduate instruction
ACM '72 Proceedings of the ACM annual conference - Volume 2
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Cegadef: a collaborative educational game development framework
Proceedings of the 2003 conference on Interaction design and children
Game Development: Harder Than You Think
Queue - Game Development
Learning O-O concepts in CS I using game projects
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
The use of MUPPETS in an introductory java programming course
CITC5 '04 Proceedings of the 5th conference on Information technology education
Does ICT contribute to powerful learning environments in primary education?
Computers & Education
A General Framework for Automatically Creating Games for Learning
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Deploying interactive e-labs for a course on operating systems
Proceedings of the 6th conference on Information technology education
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
3D game design with programming blocks in StarLogo TNG
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Computer role-playing games as a vehicle for teaching history, culture, and language
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Creating significant learning experiences in introductory artificial intelligence
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Fronesis-the third dimension of knowledge, learning, and evaluation [engineering education]
FIE '01 Proceedings of the Frontiers in Education Conference, 2001. on 31st Annual - Volume 01
A classroom outsourcing experience for software engineering learning
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Computer game design: Opportunities for successful learning
Computers & Education
Video game development using XNA game studio and C#.Net
Journal of Computing Sciences in Colleges
What is online learner participation? A literature review
Computers & Education
Interactive Game Development with a Projector-Camera System
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Introductory C Programming Language Learning with Game-Based Digital Learning
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
Teaching Distributed Artificial Intelligence with RoboRally
MATES '08 Proceedings of the 6th German conference on Multiagent System Technologies
An Evaluation of a Mobile Game Concept for Lectures
CSEET '08 Proceedings of the 2008 21st Conference on Software Engineering Education and Training
CSEET '08 Proceedings of the 2008 21st Conference on Software Engineering Education and Training
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
Computer Game Programming Course for Art Design Students by Using Flash Software
CW '08 Proceedings of the 2008 International Conference on Cyberworlds
Experimental evaluation of an educational game for improved learning in introductory computing
Proceedings of the 40th ACM technical symposium on Computer science education
Two in the middle: digital character production and machinima courses
Proceedings of the 40th ACM technical symposium on Computer science education
Proceedings of the 40th ACM technical symposium on Computer science education
Creating a Game Development Course with Limited Resources: An Evaluation Study
ACM Transactions on Computing Education (TOCE)
An Evaluation of Using a Game Development Framework in Higher Education
CSEET '09 Proceedings of the 2009 22nd Conference on Software Engineering Education and Training
Can middle-schoolers use Storytelling Alice to make games?: results of a pilot study
Proceedings of the 4th International Conference on Foundations of Digital Games
Using game creation for teaching computer programming to high school students and teachers
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Alice first: 3D interactive game programming
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Computer game development as a literacy activity
Computers & Education
Cross-Disciplinary Approaches for Developing Serious Games in Higher Education
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
An application of a game development framework in higher education
International Journal of Computer Games Technology - Game Technology for Training and Education
Greenfoot: introduction to Java with games and simulations
Journal of Computing Sciences in Colleges
Industrial robotic game playing: an AI course
Journal of Computing Sciences in Colleges
Lecture quiz: a mobile game concept for lectures
SEA '07 Proceedings of the 11th IASTED International Conference on Software Engineering and Applications
Learning Difficulties in Programming Courses: Undergraduates' Perspective and Perception
ICCTD '09 Proceedings of the 2009 International Conference on Computer Technology and Development - Volume 01
Integrating engagement and first year problem solving using game controller technology
FIE'09 Proceedings of the 39th IEEE international conference on Frontiers in education conference
Teaching a game programming class for the first time: tutorial presentation
Journal of Computing Sciences in Colleges
Extending Google Android's Application as an Educational Tool
DIGITEL '10 Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Game-themed instructional modules: a video case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Teaching Boolean Logic through Game Rule Tuning
IEEE Transactions on Learning Technologies
Extensive Evaluation of Using a Game Project in a Software Architecture Course
ACM Transactions on Computing Education (TOCE)
Teaching data structures using competitive games
IEEE Transactions on Education
Teaching Object-Oriented Programming Laboratory With Computer Game Programming
IEEE Transactions on Education
Experimental Validation of the Learning Effect for a Pedagogical Game on Computer Fundamentals
IEEE Transactions on Education
JGOMAS: New Approach to AI Teaching
IEEE Transactions on Education
Enhancing Self-Motivation in Learning Programming Using Game-Based Simulation and Metrics
IEEE Transactions on Education
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This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the perspective of (a) summarizing a guideline for using GDBL in a curriculum, (b) identifying relevant features of GDFs, and (c) presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1) pedagogical context and teaching process, (2) selection of GDFs, and (3) evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students' knowledge, skills, attitudes, and behaviors in contrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of how to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.