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Integrating Role-Playing Games into Computer Science Courses as a Pedagogical Tool

Published:24 February 2015Publication History

ABSTRACT

Gaming has been identified as a way to increase student engagement in the classroom. This qualitative study explored 78 undergraduate students' experiences with a role-playing game infused into two computer science courses. Open-ended student surveys served as the primary data source to explore, "In what ways, if any, does role-playing quest based curriculum support student learning and engagement?" Key curricular innovations are described along with assignments and assessments that were integrated. Three broad themes emerged and identified personalized learning, deepened content understandings, and enhanced collaboration skills as three areas that supported student learning and engagement. Many students felt that the infusion of role-playing aspects into the courses supported their learning and engagement, but some students did not.

References

  1. Koster, R (2013). A theory of fun for game design. Sebastopol, CA: O'Reilly Media. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. http://en.wikipedia.org/wiki/Role-playing_gameGoogle ScholarGoogle Scholar
  3. Bogdan, R. & Biklen, S. (2006). Qualitative research in education: An introduction to theories and methods. (Fifth Edition). Upper Saddle Hall, NJ: Prentice Hall, Inc.Google ScholarGoogle Scholar
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  1. Integrating Role-Playing Games into Computer Science Courses as a Pedagogical Tool

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    • Published in

      cover image ACM Conferences
      SIGCSE '15: Proceedings of the 46th ACM Technical Symposium on Computer Science Education
      February 2015
      766 pages
      ISBN:9781450329668
      DOI:10.1145/2676723

      Copyright © 2015 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 24 February 2015

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      SIGCSE '15 Paper Acceptance Rate105of289submissions,36%Overall Acceptance Rate1,595of4,542submissions,35%

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