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Issue No.01 - Jan.-Feb. (2013 vol.33)
pp: 70-74
ABSTRACT
In a workshop, high school students built a virtual world for a car-racing game. The prerequisites were math-rather than programming-skills; instructional scaffolding (OpenGL templates and tutors) aided students through their programming tasks. This workshop was an alternative to other measures (for example, Microsoft's recent campaign) to get high school students interested in computer science.
INDEX TERMS
Computer science education, VIrtual environments, Games,OpenGL, Computer science education, VIrtual environments, Games, computer graphics, computer science education, computer graphics education, secondary education, virtual worlds, computer games
CITATION
G. Domik, S. Arens, P. Stilow, H. Friedrich, "Helping High Schoolers Move the (Virtual) World", IEEE Computer Graphics and Applications, vol.33, no. 1, pp. 70-74, Jan.-Feb. 2013, doi:10.1109/MCG.2013.6
REFERENCES
1. “A National Talent Strategy,” white paper, Microsoft, 2012; www.microsoft.com/en-us/news/download/presskits/ citizenshipMSNTS.pdf.
2. N. Wingfield, “Fostering Tech Talent in Schools,” New York Times,1 Oct. 2012; www.nytimes.com/2012/10/01/technologymicrosoft-sends-engineers-to-schools-to-encourage-the-next-generation.html?_r=1&ref=business .
3. D.C. Webb, A. Repenning, and K. Koh, “Toward an Emergent Theory of Broadening Participation in Computer Science Education,” Proc. 43rd ACM Tech. Symp. Computer Science Education (SIGCSE 12), ACM, 2012, pp. 173–178; http://scalablegamedesign.cs.colorado.edu/ gamewiki/images/f/fdSIGSCE2012_Final_Submit.pdf .
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