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SIGCSE
2008
ACM
113views Education» more  SIGCSE 2008»
14 years 9 months ago
Multidisciplinary students and instructors: a second-year games course
Computer games are a multi-billion dollar industry and have become an important part of our private and social lives. It is only natural, then, that the technology used to create ...
Nathan R. Sturtevant, H. James Hoover, Jonathan Sc...
FPLAY
2008
14 years 11 months ago
Intelligent adaptation of digital game-based learning
Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, s...
Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben ...
ITICSE
2004
ACM
15 years 3 months ago
Use of large databases for group projects at the nexus of teaching and research
Final year, group (capstone) projects in computing disciplines are often expected to fill multiple roles: in addition to allowing students to learn important domain-specific knowl...
Richard C. Thomas, Rebecca Mancy
WWW
2001
ACM
15 years 10 months ago
Using Characters to Engage and Teach Novice Web Users: A Case Study
Starpoint Solutions was contracted by a major North American bank to design, develop, and usability test a series of five Web-based, interactive lessons teaching low- to middle-in...
Andrea H. Berman
AIED
2009
Springer
14 years 7 months ago
Investigating the Effects of Social Goals in a Negotiation Game with Virtual Humans
Educational games may be particularly suited to teaching social learning skills with virtual humans. We investigate the importance of social goals and engaging social interactions ...
Amy Ogan, Vincent Aleven, Christopher Jones