Chess-playing programs and the problem of complexity
Computers & thought
LEDA: a platform for combinatorial and geometric computing
LEDA: a platform for combinatorial and geometric computing
LINK: a system for graph computation
Software—Practice & Experience - Special issue on discrete algorithm engineering
Digital gaming as a vehicle for learning
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Graphs and Digraphs, Fourth Edition
Graphs and Digraphs, Fourth Edition
Pedagogical possibilities for the dice game pig
Journal of Computing Sciences in Colleges
The curse of Monkey Island: holding the attention of students weaned on computer games
Journal of Computing Sciences in Colleges
Scalable Search in Computer Chess: Algorithmic Enhancements and Experiments at High Search Depths (Computational Intelligence)
Learning Kruskal's Algorithm, Prim's Algorithm and Dijkstra's Algorithm by Board Game
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
Teaching introductory programming with popular board games
Proceedings of the 42nd ACM technical symposium on Computer science education
Board Game Supporting Learning Prim's Algorithm and Dijkstra's Algorithm
International Journal of Multimedia Data Engineering & Management
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This paper describes the use of a board game as a device for introducing graph theory to computer science students. By experiencing a hands-on demonstration of graphs, students can better understand the basic principles of graph theory and can better design algorithms and programs which manipulate graph data. The programming assignment tied to the game forces the students to come to grips with the algorithmic aspects of graph theory, including the proper choice of data structures and the implementation of graph algorithms.