skip to main content
research-article

The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

Published:01 April 2012Publication History
Skip Abstract Section

Abstract

Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal research contextualizes curriculum planning for game degree programs. The purpose of this research was to explore these processes when planning undergraduate game degree programs. The research methodology included an explanatory mixed-methods approach, using a quantitative survey of participants in the UK and the U.S., followed by interviews with several participants selected on the basis of their institution’s demographics. Results indicate that five external factors influence the development of game programs (government, industry, other universities, society, and trade associations) and eight internal factors influence curriculum planning (facilities, faculty, institution, interdisciplinary collaboration, learners, learning time and space, originating department, and backgrounds of the planners). Results also indicate that while some differences exist in the game degree programs across countries, the vast majority of curriculum planning processes and influencing factors are the same. The study concludes with a set of recommendations for educators, trade associations, and the games industry to improve game degree programs.

References

  1. ABIresesarch. 2006. Video game business to double by 2011, driven by online and mobile gaming. http://www.abiresearch.com/abiprdisplay.jsp?pressid=600.Google ScholarGoogle Scholar
  2. Barone, T. and Blumenfeld-Jones, D. 1998. Curriculum platforms and moral stories. In The Curriculum Problems, Politics, and Possibilities. L. E. Beyer and M. W. Apple Eds., State University of New York Press, 137--156.Google ScholarGoogle Scholar
  3. Bayliss, J. D. 2009. Using games in introductory courses: Tips from the trenches. In Proceedings of the 40th ACM Technical Symposium on Computer Science Education (SIGCSE’09). 337--341. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Bayliss, J. D. and Bierre, K. 2008. Game design and development students: Who are they? In Proceedings of the 3rd International Conference on Game Development in Computer Science Education (GDCSE’08). 6--10. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Becker, K. 2001. Teaching with games: The Minesweeper and Asteroids experience. J. Comput. Small Coll. 17, 2, 23--33. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Beyer, L. and Apple, M. Eds. 1998. The Curriculum: Problems, Politics, and Possibilities 2nd Ed. State University of New York Press.Google ScholarGoogle Scholar
  7. Brennan, M. and Charbonneau, J. 2009. Improving mail survey response rate using chocolate and replacement questionnaires. Publ. Opin. Quar. 73, 2, 368--378.Google ScholarGoogle ScholarCross RefCross Ref
  8. Britain’s Games Developers. 2003. Fin. Times, 18, 2/4.Google ScholarGoogle Scholar
  9. Campbell, D. and Stanley, J. 1963. Experimental and Quasi-Experimental Designs for Research. Rand-McNally, Chicago, IL.Google ScholarGoogle Scholar
  10. Cohen, J. 1977. Statistical Power Analysis for the Behavioral Sciences Rev. Ed. Academic Pres, New York.Google ScholarGoogle Scholar
  11. Coleman, R., Krembs, M., Labouseur, A., and Weir, J. 2005. Game design and programming concentration within the computer science curriculum. In Proceedings of the 36th Technical Symposium on Computer Science Education (SIGCSE’05). 545--550. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Coleman, R., Roebke, S., and Grayson, L. 2005. Gedi: A game engine for teaching videogame design and programming. J. Comput. Small Coll. 21, 2, 72--82. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Creswell, J. 2008. Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research 3rd Ed. Prentice Hall.Google ScholarGoogle Scholar
  14. Department of Trade and Investment. 2007. Playing for keeps - Challenges to sustaining a world class UK games sector - country profiles. Tech. rep. Government of the United Kingdom in collaboration with BERR and Tiga.Google ScholarGoogle Scholar
  15. Dillon, J. T. 2009. The questions of curriculum. J. Curric. Stud. 41, 3, 343--359.Google ScholarGoogle ScholarCross RefCross Ref
  16. Dlabay, L. 1998. Integrated curriculum planning for international business education: Analysis of global business trends. Delta Pi Epsilon J. 40, 3, 158--165.Google ScholarGoogle Scholar
  17. Doll, W. 1993. Curriculum possibilities in a “post”-future. J. Curric. Superv. 8, 4, 277--292.Google ScholarGoogle Scholar
  18. Doll, W. 2008. Complexity and the culture of curriculum. Educ. Phil. Theo. 40, 1, 190--212.Google ScholarGoogle ScholarCross RefCross Ref
  19. Erdfelder, E., Faul, F., and Buchner, A. 1996. GPOWER: A general power analysis program. Behav. Res. Meth. Instrum. Comput. 28, 1--11.Google ScholarGoogle ScholarCross RefCross Ref
  20. Gartner. 2008. Gartner says worldwide mobile gaming revenue to surpass $4.5 billion in 2008. http://www.gartner.com/it/page.jsp?id=706407.Google ScholarGoogle Scholar
  21. Haskins, M. 2005. A planning framework for crafting the required-curriculum phase of an MBA program. J. Man. Educ. 29, 1, 82--110.Google ScholarGoogle Scholar
  22. Higher Education Statistics Agency. 2009. Higher education institutions in the UK. http://www.hesa.ac.uk/index.php/component/option,com_heicontacts/yr,default/#K.Google ScholarGoogle Scholar
  23. Hunkins, F. and Hammill, P. 1994. Beyond Tyler and Taba: Reconceptualizing the curriculum process. Peabody J. Educ. 69, 3, 4--18.Google ScholarGoogle ScholarCross RefCross Ref
  24. IBISWorld. 2009. NN003 - Video games in the U.S. Industry report.Google ScholarGoogle Scholar
  25. International Game Developers Association Game Education Special Interest Group. 2008. IGDA curriculum framework: The study of games and game development.Google ScholarGoogle Scholar
  26. Ip, B. and Capey, M. 2008. Computer games degrees in the UK: A review of current practice. In Proceedings of the ACM SIGGRAPH Educators Program (SIGGRAPHAsia’08). Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Kessler, R., Langeveld, M. V., and Altizer, R. 2009. Entertainment arts and engineering (or how to fast track a new interdisciplinary program). In Proceedings of the 40th ACM Technical Symposium on Computer Science Education (SIGCSE’09). 539--543. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Koren, M., Hertz, J., Munroe, D., Rossetti, J., Robertson, J., Plonczynski, D. et al. 2008. Assessing students’ learning needs and attitudes: Considerations for gerontology curriculum planning. Gerontol. Geriat. Educ. 28, 4, 39--56.Google ScholarGoogle ScholarCross RefCross Ref
  29. Korte, L., Anderson, S., Pain, H., and Good, J. 2007. Learning by game-building: A novel approach to theoretical computer science education. In Proceedings of the 12th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE’07). 53--57. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Lee, J. and Merisotis, J. 1990. Proprietary schools: Programs, policies and prospects. ASHE-ERIC Higher Educ. rep. 5, Association for the Study of Higher Education.Google ScholarGoogle Scholar
  31. Lerner, M. 1987. Articulation between for-profit private occupational schools and secondary vocational programs/colleges and universities. The National Center for Research in Vocational Education.Google ScholarGoogle Scholar
  32. Leutenegger, S. 2006. A CS1 to CS2 bridge class using 2D game programming. J. Comput. Small Coll. 21, 5, 76--83. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Leutenegger, S. and Edgington, J. 2007. A games first approach to teaching introductory programming. In Proceedings of the 38th Technical Symposium on Computer Science Education (SIGCSE’07). 115--118. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Lewis, M., Leutenegger, S., Panitz, M., Sung, K., and Wallace, S. 2009. Introductory programming courses and computer games. In Proceedings of the 40th ACM Technical Symposium on Computer Science Education (SIGCSE’09). 204--205. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Linhoff, J. and Settle, A. 2008. Teaching game programming using XNA. In Proceedings of the 13th Annual Conference on Innovation and Technology in Computer Science Education (ITiCSE’08). 250--254. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Linhoff, J. and Settle, A. 2009. Motivating and evaluating game development capstone projects. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG’09). 121--128. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Marketwatch: Global Round-up. 2008. Video games: More lucrative than music and video?Google ScholarGoogle Scholar
  38. McGill, M. 2009. Defining the expectation gap: A comparison of industry needs and existing game development curriculum. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG’09). 129--136. Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. McGill, M. M. 2011. Motivations and informing frameworks of game degree programs in the United Kingdom and the United States. In Proceedings of ACM Special Interest Group on Information Technology Education (SIGITE’11). To appear. Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Morrison, B. B. and Preston, J. A. 2009. Engagement: Gaming throughout the curriculum. In Proceedings of the 40th ACM Technical Symposium on Computer Science Education (SIGCSE’09). 342--346. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. National Center for Education Statistics. 2008. Degree-granting institutions, by control and type of institution: Selected years, 1949-50 through 2007-08. Tech. rep., U.S. Department of Education.Google ScholarGoogle Scholar
  42. NPDGroup. 2009a. Australian video games market increased nearly 50 percent in 2008. http://www.npd.com/press/releases/press_090401.html.Google ScholarGoogle Scholar
  43. NPDGroup. 2009b. Canadian video game sales surge despite market fallout. http://www.npd.com/press/releases/press_090130.html.Google ScholarGoogle Scholar
  44. NPDGroup. 2009c. Video games experience significant growth in online gaming activities. http://www.npd.com/press/releases/press_090310a.html.Google ScholarGoogle Scholar
  45. Palmer, M. 2009. Games studios to train more developers. Fin. Times Ltd., FT.com, Aug.Google ScholarGoogle Scholar
  46. Parberry, I., Roden, T., and Kazemzadeh, M. B. 2005. Experience with an industry-driven capstone course on game programming: Extended abstract. In Proceedings of the 36th Technical Symposium on Computer Science Education (SIGCSE’05). 91--95. Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Parberry, I., Kazemzadeh, M. B., and Roden, T. 2006. The art and science of game programming. In Proceedings of the 37th Technical Symposium on Computer Science Education (SIGCSE’06). 510--514. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Patton, M. 2002. Qualitative Research and Evaluation Methods. Sage Publications.Google ScholarGoogle Scholar
  49. Peters, R. 1975. The processes of changing and planning the school curriculum in rural systems. Guides - General, ERIC (ED125839).Google ScholarGoogle Scholar
  50. Posner, G. 1998. Models of curriculum planning. In The Curriculum: Problems, Politics, and Possibilities. L. Beyer and M. Apple Eds., State University of New York Press, 79--100.Google ScholarGoogle Scholar
  51. Quality Assurance Agency for Higher Education. 2001a. The framework for qualifications of higher education institutions in England, Wales, and Northern Ireland. http://www.qaa.ac.uk/academicinfrastructure/FHEQ/EWNI/default.asp.Google ScholarGoogle Scholar
  52. Quality Assurance Agency for Higher Education. 2001b. The framework for qualifications of higher education institutions in Scotland. http://www.qaa.ac.uk/academicinfrastructure/FHEQ/SCQF/2001/frameworkAnnex.asp#annex2.Google ScholarGoogle Scholar
  53. Skillset. 2009. Undergraduate Course Accreditation Guidelines for Computer Games. SkillSet, UK.Google ScholarGoogle Scholar
  54. Taba, H. 1962. Curriculum Development: Theory and Practice. Harcourt Brace Jovanovich, Inc.Google ScholarGoogle Scholar
  55. Taylor, F. 1916. The principles of scientific management. In Classics of Organization Theory. J. Shafritz, S. Ott, and Y. S. Jang Eds., Thomson Wadsworth, 61--72.Google ScholarGoogle Scholar
  56. Tiga. 2009a. Business-university relationships in the games industry. Download. (Issue 3, 1/09). Tiga, UK.Google ScholarGoogle Scholar
  57. Tiga. 2009b. State of the UK video game development sector. Tiga, UK.Google ScholarGoogle Scholar
  58. Tyler, R. 1949. Basic Principles of Curriculum and Instruction. University of Chicago Press.Google ScholarGoogle Scholar
  59. UCAS. 2009. http://www.ucas.com/.Google ScholarGoogle Scholar
  60. United States Department of Education. 2009. Policies. Tech. rep., U.S. Department of Education. http://www.ed.gov/policy/landing.jhtml.Google ScholarGoogle Scholar
  61. Valentine, M. 2009. Market Report - Games: Games and fortune. In-Store. January.Google ScholarGoogle Scholar
  62. Volk, D. 2008. How to embed a game engineering course into a computer science curriculum. In Proceedings of the Conference on Future Play: Research, Play, Share (FUTUREPLAY’08). 192--195. Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Walker, D. 1971. A naturalistic model for curriculum development. School Rev. 80, 1, 51--65.Google ScholarGoogle ScholarCross RefCross Ref
  64. Weinstein, M. 2008. TAMS Analyzer (3.61b8hs-fat all (3.5)). http://tamsys.sourceforge.net/.Google ScholarGoogle Scholar
  65. Wiggins, G. and McTighe, J. 2005. Understanding by Design. Association for Supervision and Curriculum Development.Google ScholarGoogle Scholar
  66. Xu, D., Blank, D., and Kumar, D. 2008. Games, robots, and robot games: Complementary contexts for introductory computing education. In Proceedings of the 3rd International Conference on Game Development in Computer Science Education (GDCSE’08). 66--70. Google ScholarGoogle ScholarDigital LibraryDigital Library
  67. Zyda, M., Lacour, V., and Swain, C. 2008. Operating a computer science game degree program. In Proceedings of the 3rd International Conference on Game Development in Computer Science Education (GDCSE’08). 71--75. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      Full Access

      • Published in

        cover image ACM Transactions on Computing Education
        ACM Transactions on Computing Education  Volume 12, Issue 2
        April 2012
        133 pages
        EISSN:1946-6226
        DOI:10.1145/2160547
        Issue’s Table of Contents

        Copyright © 2012 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 1 April 2012
        • Accepted: 1 November 2011
        • Revised: 1 October 2011
        • Received: 1 June 2011
        Published in toce Volume 12, Issue 2

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article
        • Research
        • Refereed

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader