13 research outputs found

    Adaptive serious games for computer science education

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    Serious games have the potential to effectively engage students to learn, however, these games tend to struggle accommodating learners with diverse abilities and needs. Furthermore, customizing a serious game to the individual learner has historically required a great deal of effort on the part of subject matter experts, and is not always feasible for increasingly complex games. This thesis proposes the use of automatic methods to adapt serious programming games to learners' abilities. To understand the context of the problem, a survey was conducted of the serious programming game literature, which found that while many games exist, there has been very little consideration for the use of adaptation. Given the breadth of the existing serious programming game literature, a methodology was developed to support adaptation of existing games. To demonstrate the efficacy of this adaptive methodology in serious programming games, two case studies were conducted: 1) a study comparing adaptive and non-adaptive gameplay in the Gidget game, and 2) a study assessing non-adaptive gameplay, adaptive gameplay, and adaptive hints in the RoboBug game. The results from both case studies provide evidence to the need for adaptation in serious programming games, and illustrate how the adaptive methodology can be utilized to positively affect the engagement of learners and their ability to achieve learning outcomes

    RoboBUG: a game-based approach to learning debugging techniques

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    Debugging is the systematic process of finding and fixing errors in a computer program, and it is considered a critical skill that should be acquired early in a programmer's career. As an alternative to traditional approaches for learning debugging, we propose the use of a game-based approach for introducing debugging techniques. Specifically, we designed a game called RoboBUG in which a player assumes the role of a futuristic programmer trying to find ???bugs" in a mechanical suit. We then conducted an evaluation to assess novice programmers playing the RoboBUG game and novices who instead completed a traditional written assignment. Our results found that study participants reported a positive attitude towards using games for learning, and those who played the RoboBUG game believed it to be more fun and engaging than written assignments

    Foundations for Esports Curricula in Higher Education

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    Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education

    Towards a Framework to Support the Design of Esports Curricula in Higher Education

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    Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing undergraduate courses to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its disciplinary complexity. The group will identify key learning outcomes and assess how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education

    Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review

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    The objective of exposing girls to Computer Science as a career option has led to research directed towards gaming activities for girls. These activities include both game play and game design. Research about gaming activities for increasing girls’ interest in computer science has gained much attention over the past few years and has resulted in a number of contributions. We follow up with an overview of the status of research through a Systematic Literature Review. We investigate the relation between the various game playing or designing activities and their impact on girls’ perception of Computer Science as a career choice. We further present the design consideration for the games and related activities to potentially improve the perception of girls towards a Computer Science career. The applied method is a Systematic Literature Review through which we investigate which contributions were made, which knowledge areas were most explored, and which research facets have been used. We identify 25 papers to distill a common understanding of the state-of-the-art. Specifically, we investigate the effects that the game play/design activities had on girls’ perception about Computer Science; and what are the key design factors to be kept in mind while designing a serious game to improve girls’ perception about Computer Science. The results of this systematic literature review show that game playing or designing could indeed improve how girls perceive having a career in CS. The key aspects that such activities require are personalizing, opportunity for collaboration and the presence of a female lead characterThis work has been done during the tenure of an ERCIM Alain Bensoussan fellowshi

    Foundations for Esports Curricula in Higher Education

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    Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. In doing so, identifying key competencies and learning domains, whilst also assessing how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education

    Spontaneous Autoimmune Dacryoadenitis in Aged CD25KO Mice

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    To investigate time-related immunopathological changes in the lacrimal glands (LGs) of CD25KO mice, we examined LGs of C57BL/6 (wild-type) and CD25KO mice at 8, 12, and 16 weeks of age. T cell infiltration was quantified by flow cytometry, and gland function by tear peroxidase activity and epidermal growth factor mRNA expression. T helper (Th)-1, -2 and -17-associated cytokine expression was evaluated by real-time PCR. Epithelial apoptosis was assessed by terminal deoxynucleotidyl transferase dUTP nick-end labeling assay and activated caspase-3 staining. Eight-week-old CD25KO mice demonstrated significantly increased numbers of CD4 and CD8 T cells infiltrating the LGs. This peaked at 12 weeks of age. No peroxidase secretion was detected, and epidermal growth factor mRNA expression was barely detected in CD25KO mice. Ductal epithelial apoptosis was noted in CD25KO mice. Young CD25KO LGs had higher Th-17- (interleukin [IL]-23R, transforming growth factor-β1, IL-17A, CC chemokine attractant ligand-20) and Th-1-associated cytokine transcripts (interferon-γ, T-bet, IL-12, IL-2, IL-18) than young wild-type LGs. There was also a significant time-related decrease in IL-17A and CC chemokine attractant ligand-20 in CD25KO LGs. Taken together, autoimmune LG infiltration with loss of LG function was observed in CD25KO mice as early as 8 weeks of age. Time-related switch from Th-17 to Th-1 inflammation was noted in CD25KO mice
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