Scalable Game Design

Author:

Repenning Alexander1,Webb David C.1,Koh Kyu Han1,Nickerson Hilarie1,Miller Susan B.1,Brand Catharine1,Horses Ian Her Many1,Basawapatna Ashok1,Gluck Fred1,Grover Ryan1,Gutierrez Kris2,Repenning Nadia3

Affiliation:

1. University of Colorado Boulder, Colorado, USA

2. University of California, Berkeley, California, USA

3. AgentSheets Inc., Boulder, CO, USA

Abstract

An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a broken pipeline for CS education. In response to this problem, we have developed the Scalable Game Design curriculum based on a strategy to integrate CS education into the regular school curriculum. This strategy includes opportunities for students to design and program games and science technology engineering and mathematics simulations. An approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations. Results from a study with more than 10,000 students demonstrate rapid adoption of this curriculum by teachers from multiple disciplines, high student motivation, high levels of participation by women, and interest regardless of demographic background.

Funder

National Science Foundation

Publisher

Association for Computing Machinery (ACM)

Subject

Education,General Computer Science

Reference56 articles.

1. (PITAC). 2005. Report to the President: Computational Science: Ensuring America's Competitiveness. (PITAC). 2005. Report to the President: Computational Science: Ensuring America's Competitiveness.

2. The CS principles project

3. Recognizing computational thinking patterns

4. The zones of proximal flow

Cited by 125 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Application and Influence of Conditioned Reflex Theory in Interactive Device;Journal of Education, Humanities and Social Sciences;2023-11-26

2. Exploring the Role of AI Assistants in Computer Science Education: Methods, Implications, and Instructor Perspectives;2023 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC);2023-10-03

3. Teaching and Learning Computational Thinking Through Game-Based Learning: A Systematic Review;Journal of Educational Computing Research;2023-08-17

4. An Analysis of Gallery Walk Peer Feedback on Scratch Projects from Bilingual/Non-Bilingual Fourth Grade Students;Proceedings of the 2023 ACM Conference on International Computing Education Research V.1;2023-08-07

5. Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education;Education Sciences;2023-06-16

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3