ABSTRACT
This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers.
The results of a case study conducted indicate that the method enhances the motivation of students for deeper learning of computer science concepts.
- B. Gibson and T. Bell. Evaluation of games for teaching computer science. In Proceedings of the 8th Workshop in Primary and Secondary Computing Education, pages 51--60, November 2013. Google ScholarDigital Library
- M. Papastergiou. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Comput. Educ., 52(1):1--12, January 2009. Google ScholarDigital Library
- L. Werner, S. Campe, and J. Denner. Children learning computer science concepts via alice game-programming. In Proceedings of the 43rd ACM Technical Symposium on Computer Science Education, SIGCSE '12, pages 427--432, February 2012. Google ScholarDigital Library
Index Terms
- Learning computer science by watching video games
Recommendations
Motivational active learning for computer science education (abstract only)
SIGCSE '14: Proceedings of the 45th ACM technical symposium on Computer science educationMotivational Active Learning (MAL) is an innovative pedagogical approach based on MIT's teaching format TEAL (Technology-Enabled Active Learning) combined with advanced motivational strategies based on gamification design aspects. The main idea of MAL ...
Blending Video Games Into Language Learning
Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also 'gamers', and that a language learner may play a video ...
Flipped Classroom from Computer Science Instructors' Perspectives: A proposed Model
ICEIT 2019: Proceedings of the 2019 8th International Conference on Educational and Information TechnologyTechnology embedded in higher education institutes needs to be accepted by both learners and instructors to obtain high educational quality and to achieve a successful experience for users. A literature review of the current studies applying a flipped ...
Comments