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Learning computer science by watching video games

Published: 05 November 2014 Publication History

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.

References

[1]
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.
[2]
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.
[3]
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.

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WiPSCE '14: Proceedings of the 9th Workshop in Primary and Secondary Computing Education
November 2014
150 pages
ISBN:9781450332507
DOI:10.1145/2670757
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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  • FU-BERLIN: Free University Berlin

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 November 2014

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Author Tags

  1. computer science education
  2. general education
  3. practices
  4. video games

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  • Research-article

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WiPSCE '14
Sponsor:
  • FU-BERLIN

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Overall Acceptance Rate 104 of 279 submissions, 37%

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