Affiliation:
1. Georgia Institute of Technology
Abstract
The ubiquity of personal computational devices in the lives of today's students presents a meaningful context for courses in computer organization beyond the general-purpose or imaginary processors routinely used. This article presents results of a comparative study examining student performance in a conventional organization course and in one that has been contextualized using a personal gaming platform as the pedagogical architecture. We find minimal differences in student learning but significant motivation and engagement gains for those in the contextualized course.
Publisher
Association for Computing Machinery (ACM)
Reference31 articles.
1. AAUW. 2000. Tech-Savvy: Educating Girls in the New Computer Age. American Association of University Women Educational Foundation Washington DC. AAUW . 2000. Tech-Savvy: Educating Girls in the New Computer Age . American Association of University Women Educational Foundation Washington DC.
2. Social networks generate interest in computer science
3. Robots make computer science personal
Cited by
10 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. VISTA: A teaching aid to enhance contextual teaching;Computer Applications in Engineering Education;2021-03-21
2. Impact of Prior Exposure to the PLP Instruction Set Architecture in a Computer Architecture Course;Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education;2017-03-08
3. Classifying the tools of contextualized programming education and forms of media computation;Proceedings of the 16th Koli Calling International Conference on Computing Education Research;2016-11-24
4. Using a Real Bare Machine in a Project-Based Learning Environment for Teaching Computer Structure;ACM Transactions on Computing Education;2016-06-27
5. Enhancing Engagement by Blending Rigor and Relevance;Proceedings of the 47th ACM Technical Symposium on Computing Science Education;2016-02-17