Engagement: Gaming throughout the curriculum

Briana B. Morrison, Jon A. Preston

Research output: Chapter in Book/Report/Conference proceedingConference contribution

14 Scopus citations

Abstract

This paper considers how gaming has been infused into the computing curriculum of institutions in the United States. To increase motivation of students and improve retention, many programs have begun using gaming in their introductory courses, as upper level electives, or as separate degree programs. The authors review the current use of gaming within curricula and analyze the content of game development degree programs. Finally, the authors describe plans at their institution to incorporate gaming throughout the computing curriculum and present initial results.

Original languageEnglish (US)
Title of host publicationSIGCSE'09 - Proceedings of the 40th ACM Technical Symposium on Computer Science Education
Pages342-346
Number of pages5
DOIs
StatePublished - 2009
Event40th ACM Technical Symposium on Computer Science Education, SIGCSE 2009 - Chattanooga, TN, United States
Duration: Mar 4 2009Mar 7 2009

Publication series

NameSIGCSE'09 - Proceedings of the 40th ACM Technical Symposium on Computer Science Education

Conference

Conference40th ACM Technical Symposium on Computer Science Education, SIGCSE 2009
CountryUnited States
CityChattanooga, TN
Period3/4/093/7/09

Keywords

  • Computer game development
  • Computer science education
  • Digital games
  • Game programming
  • Introductory programming
  • Student motivation

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Education

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  • Cite this

    Morrison, B. B., & Preston, J. A. (2009). Engagement: Gaming throughout the curriculum. In SIGCSE'09 - Proceedings of the 40th ACM Technical Symposium on Computer Science Education (pp. 342-346). (SIGCSE'09 - Proceedings of the 40th ACM Technical Symposium on Computer Science Education). https://doi.org/10.1145/1508865.1508990