Game Development for Computer Science Education

Monica Mcgill, Chris Johnson, J. Atlas, Durell Bouchard, L. Merkle, C. Messom, Ian Pollock, M. A. Scott
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引用次数: 20

Abstract

Educators have long used digital games as platforms for teaching. Games tend to have several qualities that aren't typically found in homework: they often situate problems within a compelling alternate reality that unfolds through intriguing narrative, they often draw more upon a player's intrinsic motivations than extrinsic ones, they can facilitate deliberate low intensity practice, and they often emphasize a spirit of play instead of work. At ITiCSE 2016, this working group convened to survey the landscape of existing digital games that have been used to teach and learn computer science concepts. Our group discovered that these games lacked explicitly defined learning goals and even less evaluation of whether or not the games achieved these goals. As part of this process, we identified and played over 120 games that have been released or described in literature as means for learning computer science concepts. In our report, we classified how these games support the learning objectives outlined in the ACM/IEEE Computer Science Curricula 2013. While we found more games than we expected, few games explicitly stated their learning goals and even fewer were evaluated for their capacity to meet these goals. Most of the games we surveyed fell into two categories: short-lived proof-of-concept projects built by academics or closed-source games built by professional developers. Gathering adequate learning data is challenging in either situation. Our original intent for the second year of our working group was to prepare a comprehensive framework for collecting and analyzing learning data from computer science learning games. Upon further discussion, however, we decided that a better next step is to validate the design and development guidelines that we put forth in our final report for ITiCSE 2016. We extend this working group to a second year---with a mission to collaboratively develop a game with clearly defined learning objectives and define a methodology for evaluating its capacity to meet its goals.
计算机科学教育中的游戏开发
长期以来,教育工作者一直使用数字游戏作为教学平台。游戏往往具有一些在家庭作业中不常见的品质:它们通常将问题置于引人入胜的替代现实中,并通过有趣的叙述展开,它们通常更多地利用玩家的内在动机而不是外在动机,它们可以促进有意识的低强度练习,它们通常强调游戏精神而不是工作。在2016年的ITiCSE大会上,这个工作小组聚集在一起调查了现有的用于教授和学习计算机科学概念的数字游戏的现状。我们的团队发现,这些游戏缺乏明确定义的学习目标,甚至缺乏对游戏是否达到这些目标的评估。作为这个过程的一部分,我们确定并玩了超过120款已经发布或在文献中被描述为学习计算机科学概念的游戏。在我们的报告中,我们对这些游戏如何支持ACM/IEEE计算机科学课程2013中概述的学习目标进行了分类。虽然我们发现的游戏比我们预期的要多,但很少有游戏明确地陈述了它们的学习目标,更少的游戏被评估了它们实现这些目标的能力。我们调查的大多数游戏都分为两类:由学者创建的短期概念验证项目或由专业开发者创建的封闭源代码游戏。在任何一种情况下,收集足够的学习数据都是具有挑战性的。我们工作小组第二年的初衷是准备一个全面的框架,用于收集和分析计算机科学学习游戏中的学习数据。然而,经过进一步讨论,我们决定更好的下一步是验证我们在ITiCSE 2016的最终报告中提出的设计和开发指南。我们将这个工作组延长至第二年——其任务是合作开发一款具有明确学习目标的游戏,并定义评估其实现目标能力的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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