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Media Impact: Games in the Classroom: Using Games as a Motivator for the Study of Computing: Part 2

机译:媒体影响力:课堂游戏:以游戏为动力进行计算机研究:第二部分

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Editor's NoteIt's no secret that undergraduate computer science enrollment, which has suffered through one of its periodic downturns, seems to have bottomed out but is now on an upswing. This cyclic behavior has been occurring for many years now, producing many exciting ideas concerning how to revamp introductory computer science courses to make them more exciting and relevant, and to show beginning students that computer science entails more than just programming. Georgia Tech, one of the active participants in this revamp, has developed the concept of threads (a means to connect chunks of related knowledge across different courses) and is devising techniques to enrich beginning courses using minirobots and multimedia. The present article, the second of two parts, written by Andrew Phelps and his group at the Rochester Institute of Technology, describes a parallel effort to use gaming as a way to improve learning and to demonstrate to students that computer science is indeed exciting and cool.—William I. Grosky
机译:编者注众所周知,经历了一次周期性低迷的大学计算机科学专业的入学人数似乎已经触底反弹,但现在正呈上升趋势。这种周期性的行为已经发生了很多年,产生了许多令人振奋的想法,涉及如何改进计算机科学入门课程,使它们更加令人兴奋和相关,并向初学者表明,计算机科学不仅仅是编程。佐治亚理工学院是此次改版的积极参与者之一,它已经开发了线程的概念(一种将不同课程中的相关知识连接起来的手段),并且正在研究使用微型机器人和多媒体来丰富入门课程的技术。本文是罗切斯特理工学院的安德鲁·菲尔普斯(Andrew Phelps)和他的小组写的两部分中的第二部分,描述了人们平行努力使用游戏作为改善学习的方式,并向学生证明计算机科学确实令人兴奋和酷炫威廉·格罗斯基(William I. Grosky)

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