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102
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EXPCS
2007
15 years 4 months ago
The user in experimental computer systems research
Experimental computer systems research typically ignores the end-user, modeling him, if at all, in overly simple ways. We argue that this (1) results in inadequate performance eva...
Peter A. Dinda, Gokhan Memik, Robert P. Dick, Bin ...
120
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IE
2007
15 years 2 months ago
Patterns and computer game design innovation
How can we help people design well-formed and innovative games? The design Patterns of Christopher Alexander is one methodology that has been proposed to assist in the design of w...
Kevin McGee
100
Voted
ITICSE
1997
ACM
15 years 4 months ago
A pedagogical pattern for bringing service into the curriculum via the web
The Web reduces the economic hurdles of publishing a message to a large audience. This paper documents a pedagogical pattern to integrate community service with the curriculum. St...
Carl Erickson, Paul Leidig
FASE
2000
Springer
15 years 4 months ago
From Play-In Scenarios to Code: An Achievable Dream
g higher levels of abstraction with automated downward transformations has always been the way to go, as long as the engineers who do the actual work are th the abstractions. A dev...
David Harel
115
Voted
SIGCSE
2010
ACM
187views Education» more  SIGCSE 2010»
15 years 5 months ago
Game-themed programming assignments for faculty: a case study
Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, re...
Cinnamon Hillyard, Robin Angotti, Michael Panitz, ...