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Games in the Classroom at the Rochester Institute of Technology: A Case Study
July-September 2009 (vol. 16 no. 3)
pp. 82
Andrew M. Phelps, Rochester Institute of Technology
Christopher A. Egert, Rochester Institute of Technology
Jessica D. Bayliss, Rochester Institute of Technology

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.

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Index Terms:
games education, introductory computing, first-year computing, interactive media, game development, Multimedia at Work, graphics and multimedia
Citation:
Andrew M. Phelps, Christopher A. Egert, Jessica D. Bayliss, "Games in the Classroom at the Rochester Institute of Technology: A Case Study," IEEE Multimedia, vol. 16, no. 3, pp. 82, July-Sept. 2009, doi:10.1109/MMUL.2009.52
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