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Issue No.03 - July-September (2009 vol.16)
pp: 82
Christopher A. Egert , Rochester Institute of Technology
Andrew M. Phelps , Rochester Institute of Technology
<p>This article explores curricular approaches designed to motivate students in computing through the use of games as an application domain. The authors examine three approaches: a games-centric introductory programming sequence, the incorporation of game-based projects into core courses, and the creation of virtual environments that mimic multiplayer online games.</p>
games education, introductory computing, first-year computing, interactive media, game development, Multimedia at Work, graphics and multimedia
Christopher A. Egert, Andrew M. Phelps, "Games in the Classroom at the Rochester Institute of Technology: A Case Study", IEEE MultiMedia, vol.16, no. 3, pp. 82, July-September 2009, doi:10.1109/MMUL.2009.52
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8. A. Phelps et al., "Games First Pedagogy: Using Games and Virtual Worlds to Enhance Programming Education," J. Game Development, vol. 1, no. 4, 2006, pp. 45-64.
9. A. Phelps et al., "An Open-Source CVE for Programming Education: A Case Study," Proc. Siggraph Supplemental Notes—Educators Half Day Session, ACM Press, 2005; http://portal.acm.orgcitation.cfm?id=1198555.1198686&coll=ACM&dl= ACM&CFID=43816555&CFTOKEN=52554014 .
10. A. Phelps and D. Parks, "Fun and Games with Multil-Language Development," Queue, vol. 1, no. 10, 2004, pp. 2-12.
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