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SNAG: using social networking games to increase student retention in computer science

Published: 26 June 2010 Publication History

Abstract

One of the primary goals of attending academic conferences is professional networking, yet even though this interaction can increase one's feeling of community within a field, conference attendees are not interacting as much as they could be. Similarly, it's known that students who do not feel as if they are part of a larger academic community are less likely to participate in extracurricular activities and organizations, lowering retention rates. To combat both of these problems, we present SNAG (Social Networking and Games). SNAG is a suite of mobile and Internet games which aim to facilitate social networking between members of a group, and can be used in either a conference setting or within a university. This paper focuses on one specific game, Snag'em, and discusses our evaluation for our SNAG games.

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cover image ACM Conferences
ITiCSE '10: Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
June 2010
344 pages
ISBN:9781605588209
DOI:10.1145/1822090
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: 26 June 2010

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Author Tags

  1. diversity
  2. games
  3. social networking

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Cited By

View all
  • (2024)Strategies for Recruitment and Retention in Computer ScienceJournal of Computing Sciences in Colleges10.5555/3717781.371780040:5(149-158)Online publication date: 1-Nov-2024
  • (2024)The Sound of Support: Gendered Voice Agent as Support to Minority Teammates in Gender-Imbalanced TeamProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642202(1-22)Online publication date: 11-May-2024
  • (2018)Analyzing rich qualitative data to study pencil-puzzle-based assignments in CS1 and CS2Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education10.1145/3197091.3197109(212-217)Online publication date: 2-Jul-2018
  • (2016)Say Cheese!Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968096(105-115)Online publication date: 16-Oct-2016
  • (2012)Table tiltProceedings of the International Conference on the Foundations of Digital Games10.1145/2282338.2282386(242-245)Online publication date: 29-May-2012
  • (2011)Encouraging participation in computer science with CONNECTProceedings of the 2011 Frontiers in Education Conference10.1109/FIE.2011.6142801(F2H-1-1-F2H-6)Online publication date: 12-Oct-2011
  • (2011)eMUSE - integrating web 2.0 tools in a social learning environmentProceedings of the 10th international conference on Advances in Web-Based Learning10.1007/978-3-642-25813-8_5(41-50)Online publication date: 8-Dec-2011

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