Abstract | ||
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Incorporation of both conceptual and visual learning is an advantage that video games can provide. The concept of gaming has been used intensively for recruitment into Army or Athletic programs with success (2). Games provide an excellent environment to explore ideas of computational thinking. Based on the Entertainment Software Association (ESA) (8), 67% of US households play computer and home console video games. The trend indicates a recent increase in involvement, especially in younger generations. Since the new generation is digitally native, Digital Game-Based Learning (DGBL) is rapidly receiving more attention. The phrase "edutainment" (educational entertainment) is defined by the strategy of combining the methods of teaching and the interactive environment of gaming to attract students (22). The total number of graduates in Computer Science has been decreasing compared to other disciplines. This paper deals with the innovative method of recruiting students into the CS program through online gaming. |
Year | Venue | Keywords |
---|---|---|
2008 | FECS | gaming industry,nsf,higher education,computer science,recruiting,online game |
Field | DocType | Citations |
Game programming,Emergent gameplay,Game mechanics,Video game design,Turns, rounds and time-keeping systems in games,Computer science,Video game development,Game Developer,Game testing,Multimedia | Conference | 0 |
PageRank | References | Authors |
0.34 | 8 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Nasser Tadayon | 1 | 8 | 3.20 |
Ramin Tadayon | 2 | 21 | 8.54 |
Manghui Tu | 3 | 123 | 13.25 |