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Game technology as a tool to actively engage K-12 students in the act of learning

Published: 20 October 2005 Publication History

Abstract

To be actively engaged in the act of learning students must be motivated and self-directed. The role of the teacher is to guide students in this act of learning and help them be motivated (1). In this paper we discuss how Information Technology through game programming can be used effectively to motivate and actively engage middle and high school students in the act of learning computer programming. The context of game technology provides the necessary excitement that students need to be motivated to learn. It also provides an inter-disciplinary platform for the student to understand the connections between concepts from different subjects. This paper describes the design and implementation of a game in Visual basic .net built by a group of at-risk students and presents some observations from this experience.

References

[1]
Feldgen, M., Clua, O., ASEE/IEEE Frontiers in Education, 2004, Games As A Motivation For Freshman Students To Learn Programming, retrieved Sept 8th, 2005, from http://fie.engrng.pitt.edu/fie2004/papers/1222.pdf
[2]
NEA, 2002 retrieved Sept 8th 2005 from: http://www2.nea.org/he/advo02/advo0602/feature.html
[3]
Seay, j., & Scott, R. (1997). Education and Simulation/Gaming and Computers, Retrieved May 26th, from: http://www.cofc.edu/~seay/cb/simgames.html
[4]
Nesta Futurelab, 2002, Computer games and learning, retrieved June 26th, 2005 from http://www.nestafuturelab.org/research/discuss/02discuss01.htm

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    cover image ACM Conferences
    SIGITE '05: Proceedings of the 6th conference on Information technology education
    October 2005
    402 pages
    ISBN:1595932526
    DOI:10.1145/1095714
    • General Chair:
    • Rob Friedman
    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]

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    Published: 20 October 2005

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    1. VB.net for game programming
    2. collision
    3. game programming
    4. speed
    5. velocity

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