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John NordlingerMicrosoft ResearchAndrew PhelpsRochester Institute of Technology
Trends in Computer Science and Computer GamingWhat is being done and what is available?
Deep dive into RIT
DirectX 3DirectX 3
Emergence of Asia as major locus of technical expertise concerns U.S. policymakers.For instance, China produces 4x as many engineers as the U.S.
Merrilea Mayo, National Academy of Science
smartest peoplein high popula-
tion country
Increasing Native Intelligence
smartest peoplein low population
country
National Science Board. 2006. Science and Engineering Indicators 2006. Arlington, VA: National Science Foundation.
Appendix Table 2-32.
2004-5 Data from NSF Survey of Earned Doctorates.
0
5,000
10,000
15,000
20,000
25,000
30,000
35,000
1980 1985 1990 1995 2000 2005
Year
Na
tura
l Sci
& E
ng
Ph
Dss all
U.S. Citizen
0
200
400
600
800
1000
1200
1983
1987
1991
1995
1999
2001
2003
2005
Year
Num
ber
Gra
duat
ed
Permanent Resident
Unknown Citizenship
U.S. Citizen
Temporary Resident
National Science Board. 2006. Science and Engineering Indicators 2006. Arlington, VA: National Science Foundation. Appendix Table 2-32. Data for 2004-5 from NSF Survey of Earned Doctorates.
National Science Board. 2006. Science and Engineering Indicators 2006. Appendix Table 2-43.
Year
South Korea
0
1000
2000
3000
4000
5000
6000
7000
8000
1980 1985 1990 1995 2000 2005
Natu
ral S
cien
ce &
En
gin
eeri
ng
Ph
D's
China
India
Taiwan
Woodcock, Bruce Sterling (2005). An Analysis of MMOG Subscription Growth. MMOGCHART.COM 21.0. 17 Feb 2007. http://www.mmogchart.com
0
500,000
1,000,000
1,500,000
2,000,000
2,500,000
3,000,000
3,500,000
4,000,000
4,500,000
5,000,000
5,500,000
6,000,000
6,500,000
7,000,000
Jan-97
Jul-97
Jan-98
Jul-98
Jan-99
Jul-99
Jan-00
Jul-00
Jan-01
Jul-01
Jan-02
Jul-02
Jan-03
Jul-03
Jan-04
Jul-04
Jan-05
Jul-05
Jan-06
Jul-06
To
tal
Cu
rren
t S
ub
scri
pti
on
s
World of Warcraft
LineageLineage II
390,000
U.S. B.S. S&E’s/year
Woodcock, Bruce Sterling (2005). An Analysis of MMOG Subscription Growth. MMOGCHART.COM 21.0. 17 Feb 2007. http://www.mmogchart.com
050,000
100,000150,000200,000250,000300,000350,000400,000450,000500,000550,000600,000650,000700,000
Jan
-97
Jul-9
7
Jan
-98
Jul-9
8
Jan
-99
Jul-9
9
Jan
-00
Jul-0
0
Jan
-01
Jul-0
1
Jan
-02
Jul-0
2
Jan
-03
Jul-0
3
Jan
-04
Jul-0
4
Jan
-05
Jul-0
5
Jan
-06
Jul-0
6
To
tal C
urr
en
t S
ub
scri
ptio
ns
60,000
U.S. B.S. Engineers/year
Final Fantasy XI
390,000
U.S. B.S. S&E’s/year
Everquest
Ultima Online
$695M
WW retail revenues for Windows games tripled in a decade
Projections put total WW Windows games revenue over $9B in 2009
XBOX Live reaches 6M
WOW reaches 9M
The online Windows gaming market remains strong and online gaming transactions have increased Chinese gaming market by 68%!China game market:$2.1billion in 2010gamedaily 9/29/2006 1995
$2.0B
$2.35B
2004
Sources: NPD Data, DFC Intelligence and Themis Group
$6.86B
2009
$2.3B
Windows Retail Revenue
Windows Online Revenue
US grew by 2%(69% of population)
China and Russia grew by 20%(10% of C population) (17 % of R population)
China to overtake US within the year.
S. Korea (70% of population)
Africa gets left behind
Students get EXCITED!Hands on/practical approach to using computer science theories and practicesAn ability to scale degree of difficulty over time Potential Diversity of enrollment A chance to involve the broader social & academic community (games nights, games to teach, etc)
PS2/XBOX ‘02PS1 ‘98 PS3/XBox360 ‘06
SNES ‘94
technical requirements
Multi-core and specialized cards: audio, graphics, physicsAI & Procedural designs – Emergent scenariosNew storage - more content – more art Very large team effort (3 to 350) Personalization: mods, micro-transactionsVOIP: Skype, Ventrillo, Tspeak etc. Mo’ Money, More public scrutiny, More security Serious Games
Piracy subscriptions more art. Demand for larger worldsDemand for more detail
Floppies vs CDs vs DVDs → HALO2 4.2GBHD-DVD/Blueray → 20GB
Rising development costContent creation is the bottleneck
$10M content budgetArt Pipeline is not scaling
Amortize cost over multiple platforms
Bad Guys care about moneyOrganized crime is already using …
… Identity Theft to open accounts on MMOs for Gold Farming… custom Malware in Internet Cafés to steal MMO accounts… spam bots that push players to websites… act as bad trolls requiring tolls to proceed
Compromised accounts are already being sold and traded in the same black market channels that sell identity documents, credit cards, and bank accounts
Language: SOE EQ2, USC’s Tactical Iraqi, Stanford’s
Language Proof and Logic (LPL), Sonica Spanish Training: HAZMAT Hotzone, Full Spectrum Warrior,
America’s Army, Close Combat, Navy Submariner, Flight Sim
Health/Fitness: DDR, Yourself!Fitness, Sony Eye-Toy, Second Life,
Nintendo Wii Sports. Gray Matters: Nintendo DS Lite Brain AgeUSC’s Darfur is dying…
DirectX, Games for Windows www.gamesforwindows.com Flight sim X www.fsinsider.com XNA Game Studio Express http://creators.xna.com/ MSDN Faculty Connection http://www.msdnaa.com
MSR Computer Gaming Kit
Papers and curriculum from
the academic community
Sample code & examples
Presentations from experts
in computer gaming and
computer science
MSR Computer Gaming Kit
Papers and curriculum from
the academic community
Sample code & examples
Presentations from experts
in computer gaming and
computer science
University ProjectCMU Entertainment & Technology Center
Alice & Panda3D
Randy Pausch, Caitlen Kelleher & Jesse Schell
Rochester Institute of technology
MUPPETS & RAPT Andrew Phelps & Jessica Bayliss
University of North Texas SAGE Ian Parberry
University of Sao Paolo Laboratory for Computer Games Technology
Flavio Soares Correa Da Silva
Northwestern University Game Production and Development
Bruce & Amy Gooch
Univ of Michigan DXFramework, John Laird and Jon Voight
The College of New Jersey
Multidisciplinary approach to CS instruction
Ursula Wolz et al.
University ProjectRochester Institute of Technology
MUPPETS & RAPT : focus on assessment
Andrew Phelps & Jessica Bayliss
Univ of Santa Cruz MUPPETS on the beach.
Jim Whitehead
Daniel Webster College XNA Thomas Goulding
Univ of Washington, Bothell XNA Kelvin Sung
Aspects of Game Programming in an intro CS Class)
Univ of Victoria Building a bicycle interface to Flight Sim X
Bruce & Amy Gooch
USC, School of Cinematic Arts.
Building a head-mounted display for Flight SIm X
Marc Bolas
Univ of Washington Game to cure Aids – combining human game play and computer interpretation to do Protein Folding.
Zoran Popovich
University Project
University of North Texas SAGE
Ian Parberry
Univ of Michigan DXframework
John Laird and Jon Voight.
Columbia GoblinX
Steve Feiner et all
An engine for Augmented Reality Game Play.
Rochester Institute of Technology
M.U.P.P.E.T.S.
Andy Phelps, Chris Eggert, Kevin Bierre
A Multi-user Pervasive Programming Enhancing Traditional Study
Randy Pausch, Caitlen Kelleher, Jessie Schell & Josh Yelon (CMU ETC)
At Carnegie Mellon’s Entertainment Technology Center (etc.cmu.edu), there are two tools for broad distribution:
Alice (www.alice.org) is intended for introductory computer programming courses, providing a revolutionary video-game authoring approach. V2 will include EA SIMS assets.
Panda3D (www.panda3d.org) is a high-end, commercial-grade game engine originally developed by Walt Disney Imagineering and now under joint development with Carnegie Mellon. It is suitable for use in higher-level CS courses.
CS1 Grade Take CS2?
No Alice Class Prior to CS1 C 47%
Alice Class Prior to CS1 B 88%
Design and construction of an instructional 3D game engine Serves as the core of a game programming curriculum for CSPedagogically sound
“Proceed from the known into the unknown”Engine developed as a sequence of demos, each built on its predecessor
Written using Visual C++ / DirectX
Design and construction of an instructional 3D game engine Serves as the core of a game programming curriculum for CSPedagogically sound
“Proceed from the known into the unknown”Engine developed as a sequence of demos, each built on its predecessor
Written using Visual C++ / DirectX
http://larc.csci.unt.edu/sage/
Built on C#, DirectX, and existing infrastructure for tracking, physics,…Used for student projects in Spring 2007 3DUI courseStudents created augmented reality situated visualizations that overlay campus with information
Student project uses hand-held controller to select buildings overlaid on urban site (Levi Lister, Tarandeep Singh, Michael Sorvillo, and Aleksandra Stoeva)
Used to create mod of XNA Racing GameCar must pass waypoints and avoid obstaclesGame board, controller, and tokens optically tracked with ARTag
Waypoints and obstacles can be attached to tokens and moved during gameplay (Ohan Oda, Levi Lister, and Wei Teng)
Dr. Bruce GoochDr. Bruce Gooch University of University of VictoriaVictoria
Using flight sim and bicycles Using flight sim and bicycles to make exercise and to make exercise and programming more programming more compelling. compelling.
Flight sim is less sedentary. Flight sim is less sedentary.
Programming is less abstract. Programming is less abstract.
Tablet PC interface integrates storyboard sketching with scripts, cast lists and sets for stories, using a game engine to create 3D video from user sketches
extracts camera and action annotations from user-drawn storyboard sketches
translates annotations into constraints on shot type selection, camera dynamics, timing and blocking information
sends constraints to web service for camera planning and 3D constraint soliving, which uses knowledge about cinematic idioms to create directives for action within a game engine
game engine used to render cinematic video based on storyboard segments
R. Michael YoungR. Michael YoungNorth Carolina State UnivNorth Carolina State Univ
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Andrew PhelpsAssociate Professor & Director, Game Design & DevelopmentRochester Institute of Technology
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Theory vs. Practice Divide
Perception of the field (by students and parents)
First Year ExperiencesWhy am I doing this?Competition vs. Coop.
Declining Enrollments vs. Expanding Opportunity
Effective Collaborations Across Disciplines
Age and Cultural Differences with Entering Student Body
“Pass On The Pain” Mentality
Problems with an objects-first approach (Computing Curricula 2001):
Problems with materialsLack of experienceOO thinking not natural for the introductory courseLibraries & GUI’s overwhelm the studentMay not be reinforced in upper level courses[33][34][35][36][37][38][39][40][41]
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Students don’t have the conceptual framework to understand OOP – toy problems without reference to current understanding
Too hard to go to applications made up of objects and relationships from individual classes
Need to teach control structures, etc along with OO techniques
All of this leads to a decline in student enrollment and self-efficacy in computing as a profession!
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Gulf of Expectation: Today’s student is motivated by games,
modding, music-lists, and social and collaborative computing. [1][2][3]
In contrast, today’s programming classroom is (still) isolationist, focused on syntax rather than intellectual content [4], and revolves around toy problems that can often be solved with a calculator, which sidesteps real learning. [5][6][7]
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Divisional Groups (Gulf of Capability):
Upper Division Groups: Have learned the introductory material and have “suffered through” to get to the “good stuff” (i.e. the game engine courses)
Lower Division Groups: Are just arriving on campus eager to change the world, but don’t know how to get started.
Zero Meaningful Interaction
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Using gaming ideas as a basis for teaching.Teaching design before coding syntaxImmediate feedback for actionsTeaching OO concepts earlyShowing the relationships between classesCarrying OO concepts into later coursesNo “toy problems” – tie programming to real-world problem solving [42][43][44][45][46][47][48][49][50][51][52][38][53][54][55]
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Create a virtual environment that allows students to realize game-world-like achievement / artifacts, and allows for socialization across the capability gap.
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
RIT wanted something that felt more game-world
like in terms of graphics,
interactions, and social constructs,
but that also preserved the compilation /
authorship process common to first-year computing
curricula.
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
User Created Objects
Shared 3DEnvironment
The Multi-User Programming Pedagogy for Enhancing Traditional Study: [8][9][10][11][12][13][14][15]
Will not dictate curriculum
Will not dictate collaboration level (although more is better)
C# & Java IDE
MUPPETS.RIT.EDUMUPPETS.RIT.EDU
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Students think they learned more (not clear that they actually did…yet)
Closer to their goals and expectations?
More relevant to their peers?
Published at SIGCSE 06
Students think they learned more (not clear that they actually did…yet)
Closer to their goals and expectations?
More relevant to their peers?
Published at SIGCSE 06
Practically nothing
Little Moderate amount
A lot Exceptional amount
Amount Learned
0
5
10
15
20
25
30
Co
un
t
Assignment Type
Traditional
Robocode
TankBrain
Table 1: Mean Ranks for Perceived Amount Learned by Assignment Type
Assignment Type N Mean Rank
Amount Learned Traditional55 57.41
Robocode21 38.90
TankBrain42 72.54
Total 118
Work previously presented by A. Phelps, C Egert, K Bierre and P
Ventura at SIGCSE 2006
Enhancing CS1 and a CS Gateway Course with Computer Game Projects using MUPPETS
Virtual pet project in CS1– Create engaging pet behavior– Appealing to men and women– Increase interest in cs
Game programming in CS gatewayCS 80K: intro to game designOver 170 students, broad set of majors, many freshmanAdd programming project to get students interested in CSAct as “gateway” to CS
Take 80K, then go into new BS Computer Science: Computer Game Design degree program
Associate Professor Jim Whitehead
Strong Assessment
• Combination of qualitative and quantitative approaches
• Deeply understand impacts of interventions
Professor Charlie McDowell
Enrollment numbers for Fall 07's Computer Game Design
class: 95 students - sent in their deposit, 90 students – expected.
For computer science overall at UCSC, 127 students indicated they will be coming to UCSC in the fall (32 BS:CS + 95 BS:GD). Over the past few years computer science has had about 50 incoming students per year.
The new computer game design major has more than doubled the number of CS interested students at UCSC!
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Another approach at RITUses a mix of C# and Java with games as exemplarsAlso pair / group orientedWe don’t know what will ultimately be successful – assessment is key!
Much better comprehension! … 20% greater A quality
students. (Anecdotally less failure downstream…)
Published at SIGCSE 2006 & 2007, Journal of Game Development 2007, MS Academic Days for Gaming 07 - Jessica Bayliss RIT
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
In addition to vast popularity, games are understood by the public as a set of hard computing problems that require human ingenuity and creativity rather than software that simply “exists”.
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
Classroom exercises based on constructivist principles, using games & technology as a scaffold as knowledge is gained. [5][16][17][18][19][20]
Classroom exercises based on constructivist principles, using games & technology as a scaffold as knowledge is gained. [5][16][17][18][19][20]
1. There is no sense of universal truth. Instead, the learner constructs knowledge, and therefore a concept of truth, through interactions with the real world combined with past experiences.
2. The formation of new knowledge must be built upon knowledge already constructed by the learner.
3. Learning is framed through social interaction with others including peers and experts.
4. Meaningful learning can only occur when the learner is engaged in complex, authentic tasks
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
“the instructional use of small groups so that students work together to maximize their own and each other’s learning”
(with an emphasis on interdependence)
“the instructional use of small groups so that students work together to maximize their own and each other’s learning”
(with an emphasis on interdependence)
Collaborative projects are encouraged to break the cultural mode.
[21][22][23][24]
New Game Design & Development Program
Builds off our existing, traditional courseworkExpands “domain courses” in concrete areasBalances Design Theory and Tech. Concepts every quarterEven with the “decline” in computing, we have a program that exceeded double its projected enrollment with no advertising and a late-to-market application process!
Academic Trust: Not a watered-down “CS Lite” or a mis-labeled art program.
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
SIGGRAPH / SandboxFuturePlayMicrosoft Academic Days for GamingGame Developer’s ConferenceIGDA Educator’s ForumSIGCSE / OOPSLA / FIE (etc.)
MSR Game Developer Kit (July 07)Assets in MSDN Faculty Connection Participate in the Community!
SIGCSE, GDC, SIGGRAPHOOPSLA, AAAI, FuturePlay
SIGSCE 08 papers due Sep7th. 3rd Annual Academic Days Gaming in CS
Feb 28th to March 3rd, 2008 Call for papers! (summer 07)
© 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.
The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after
the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
ReferencesReferences
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
[1] M. Guzdial and E. Soloway, "Log on Education: Teaching the Nintendo generation to program," Communications of the ACM, vol. 45, no. 4, pp. 17-21, 2002
[2] E. Soloway, "How the Nintendo Generation Learns," Communications of the ACM, vol. 34, no. 9, pp. 23-26, 1991
[3] M. Prensky, Digital Game-Based Learning. New York, NY: McGraw-Hill, 2001[4] K. Becker, "Teaching with Games: The Minesweeper and Asteroids Experience," Journal of Computing
Sciences in Colleges, vol. 17, no. 2, pp. 23-33, 2001 [5] J. G. Brooks and M. G. Brooks, In Search of Understanding: The Case for Constructivist Classrooms.
Alexandria, VA: Association for Supervision and Curriculum Development, 1999 [6] D. P. Kauchak and P. D. Eggen, Learning and Teaching: Research-based Methods, 4th ed. Boston, MA:
Pearson, 2003[7] K. Powers and D. T. Powers, "Making Sense of Teaching Methods in Computing Education," in
Proceedings of the 29th ASEE/IEEE Frontiers in Education Conference, San Juan, Puerto Rico, pp. 11B3/30-22B3/35, 1996
[8] K. Bierre and A. Phelps, "The Use of MUPPETS in an Introductory Java Programming Course," in Proceedings of the 5th Conference on Information Technology Education, pp. 122-127, 2004
[9] K. Bierre, P. Ventura, A. Phelps, and C. Egert, "Motivating OOP by Blowing Things Up: An Exercise in Cooperation and Competition in an Introductory Java Programming Course," in Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, pp. In Press, 2006
[10] A. Phelps, K. Bierre, and D. Parks, "MUPPETS: Multi-User Programming Pedagogy for Enhancing Traditional Study," in Proceedings of the 4th Conference on Information Technology Education. Lafayette, IN, 2003, pp. 100-105.
[11] A. Phelps, C. Egert, and K. Bierre, "MUPPETS: Multi-User Programming Pedagogy for Enhancing Traditional Study: An Environment for both Upper and Lower Division Students," in Frontiers in Education, 2005
[12] A. Phelps, C. Egert, K. Bierre, and D. Parks, "An Open-Source CVE for Programming Education: A Case Study," in The 32nd International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) Supplemental Notes - Educators Half Day Session, 2005
[1] M. Guzdial and E. Soloway, "Log on Education: Teaching the Nintendo generation to program," Communications of the ACM, vol. 45, no. 4, pp. 17-21, 2002
[2] E. Soloway, "How the Nintendo Generation Learns," Communications of the ACM, vol. 34, no. 9, pp. 23-26, 1991
[3] M. Prensky, Digital Game-Based Learning. New York, NY: McGraw-Hill, 2001[4] K. Becker, "Teaching with Games: The Minesweeper and Asteroids Experience," Journal of Computing
Sciences in Colleges, vol. 17, no. 2, pp. 23-33, 2001 [5] J. G. Brooks and M. G. Brooks, In Search of Understanding: The Case for Constructivist Classrooms.
Alexandria, VA: Association for Supervision and Curriculum Development, 1999 [6] D. P. Kauchak and P. D. Eggen, Learning and Teaching: Research-based Methods, 4th ed. Boston, MA:
Pearson, 2003[7] K. Powers and D. T. Powers, "Making Sense of Teaching Methods in Computing Education," in
Proceedings of the 29th ASEE/IEEE Frontiers in Education Conference, San Juan, Puerto Rico, pp. 11B3/30-22B3/35, 1996
[8] K. Bierre and A. Phelps, "The Use of MUPPETS in an Introductory Java Programming Course," in Proceedings of the 5th Conference on Information Technology Education, pp. 122-127, 2004
[9] K. Bierre, P. Ventura, A. Phelps, and C. Egert, "Motivating OOP by Blowing Things Up: An Exercise in Cooperation and Competition in an Introductory Java Programming Course," in Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, pp. In Press, 2006
[10] A. Phelps, K. Bierre, and D. Parks, "MUPPETS: Multi-User Programming Pedagogy for Enhancing Traditional Study," in Proceedings of the 4th Conference on Information Technology Education. Lafayette, IN, 2003, pp. 100-105.
[11] A. Phelps, C. Egert, and K. Bierre, "MUPPETS: Multi-User Programming Pedagogy for Enhancing Traditional Study: An Environment for both Upper and Lower Division Students," in Frontiers in Education, 2005
[12] A. Phelps, C. Egert, K. Bierre, and D. Parks, "An Open-Source CVE for Programming Education: A Case Study," in The 32nd International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) Supplemental Notes - Educators Half Day Session, 2005
Game Design & DevelopmentCollege of Computing & Information SciencesRochester Institute of TechnologyGAMES.RIT.EDU
[13] A. Phelps and D. Parks, "Fun and games with multi-language development," QUEUE, vol. 1, no. 10, pp. 2-12, 2004
[14] A. Phelps, C Egert and K. Bierre. “Games First Pedagogy, Using Virtual Worlds to Enhance Programming Education,” in The Journal of Games Development, vol. 1, no. 4. forthcoming.
[15] C Egert, K Bierre, P Ventura and A. Phelps. “M.U.P.P.E.T.S.: Using a 3D Collaborative Virtual Environment to Motivate Fundamental Object-Oriented Learning,” in Proceedings of the ACM SIGPLAN Object Oriented Programming, Systems, Languages and Applications (OOPSLA) Conference 2006. forthcoming.
[16] J. S. Bruner, Towards a Theory of Instruction. Cambridge, MA: Harvard University Press, 1966 [17] S. Haderjerrrouit, "A Constructivist Approach to Object-Oriented Design and Programming," in
Proceedings of the ACM Conference on Innovation and Technology in Computer Science Education. Cracow, Poland, 1999, pp. 171-174.
[18] D. P. Kauchak and P. D. Eggen, Learning and Teaching: Research-based Methods, 4th ed. Boston, MA: Pearson, 2003
[19] K. Powers and D. T. Powers, "Making Sense of Teaching Methods in Computing Education," in Proceedings of the 29th ASEE/IEEE Frontiers in Education Conference, San Juan, Puerto Rico, pp. 11B3/30-22B3/35, 1996
[20] T. C. Reeves and J. R. Okey, "Alternative Assessment for Constructivist Learning Environments," in Constructivist Learning Environments: Case studies in Instructional Design, B. G. Wilson, Ed. Englewood Cliffs, NJ: Educational Technology Publications, pp. 191-220, 1996
[21] D. W. Johnson and R. T. Johnson, "Cooperative Learning and Achievement," in Cooperative Learning: Theory and Research, S. Sharan, Ed. New York, NY: Praeger, pp. 23-37, 1990
[22] D. W. Johnson and R. T. Johnson, Working Together and Alone: Cooperation, competition, and individualization, 4th ed. Needham Heights, MA: Allyn and Bacon, 1994
[23] D. W. Johnson, R. T. Johnson, and K. A. Smith, "Cooperative Learning: Increasing College Faculty Instructional Productivity (ASHE-ERIC Higher Education 4)," The George Washington University, School of Education and Human Development, Washington, DC 1991
[24] R. Slavin, Cooperative Learning, 2nd ed. Needham Heights, MA: Allyn and Bacon, 1995[25] http://www.joystiq.com/2006/05/03/seattle-named-top-video-game-city-in-the-nation/
[13] A. Phelps and D. Parks, "Fun and games with multi-language development," QUEUE, vol. 1, no. 10, pp. 2-12, 2004
[14] A. Phelps, C Egert and K. Bierre. “Games First Pedagogy, Using Virtual Worlds to Enhance Programming Education,” in The Journal of Games Development, vol. 1, no. 4. forthcoming.
[15] C Egert, K Bierre, P Ventura and A. Phelps. “M.U.P.P.E.T.S.: Using a 3D Collaborative Virtual Environment to Motivate Fundamental Object-Oriented Learning,” in Proceedings of the ACM SIGPLAN Object Oriented Programming, Systems, Languages and Applications (OOPSLA) Conference 2006. forthcoming.
[16] J. S. Bruner, Towards a Theory of Instruction. Cambridge, MA: Harvard University Press, 1966 [17] S. Haderjerrrouit, "A Constructivist Approach to Object-Oriented Design and Programming," in
Proceedings of the ACM Conference on Innovation and Technology in Computer Science Education. Cracow, Poland, 1999, pp. 171-174.
[18] D. P. Kauchak and P. D. Eggen, Learning and Teaching: Research-based Methods, 4th ed. Boston, MA: Pearson, 2003
[19] K. Powers and D. T. Powers, "Making Sense of Teaching Methods in Computing Education," in Proceedings of the 29th ASEE/IEEE Frontiers in Education Conference, San Juan, Puerto Rico, pp. 11B3/30-22B3/35, 1996
[20] T. C. Reeves and J. R. Okey, "Alternative Assessment for Constructivist Learning Environments," in Constructivist Learning Environments: Case studies in Instructional Design, B. G. Wilson, Ed. Englewood Cliffs, NJ: Educational Technology Publications, pp. 191-220, 1996
[21] D. W. Johnson and R. T. Johnson, "Cooperative Learning and Achievement," in Cooperative Learning: Theory and Research, S. Sharan, Ed. New York, NY: Praeger, pp. 23-37, 1990
[22] D. W. Johnson and R. T. Johnson, Working Together and Alone: Cooperation, competition, and individualization, 4th ed. Needham Heights, MA: Allyn and Bacon, 1994
[23] D. W. Johnson, R. T. Johnson, and K. A. Smith, "Cooperative Learning: Increasing College Faculty Instructional Productivity (ASHE-ERIC Higher Education 4)," The George Washington University, School of Education and Human Development, Washington, DC 1991
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[40] B. J. Neubauer and D. D. Strong, "The Object-Oriented Paradigm: More Natural or Less Familiar," Journal of Computing Sciences in Colleges, vol. 18, no. 1, pp. 280-289, 2002
[41] P. Ventura, "On the Origins of Programmers: Identifying Predictors of Success for an Objects-First CS1," in Computer Science and Engineering, vol. Doctor of Philosophy. Buffalo, NY: University at Buffalo, SUNY, 2004.
[42] C. Nevison and B. Wells, "Teaching Objects Early and Design Patterns in Java Using Case Studies," in Proceedings of the 8th Annual Conference on Innovation and Technology in Computer Science Education. Thessaloniki, Greece, 2003, pp. 94-98.
[43] C. Nevison and B. Wells, "Using a Maze Case Study to Teach Object-Oriented Programming and Design Patterns," in Proceedings of the 6th Australasian Computing Education Conference. Dunedin, New Zealand, 2004, pp. 207-215.
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[48] R. Lister, "Teaching Java First: Experiments with a Pigs-Early Pedagogy," in Proceedings of the 6th Australasian Computing Education Conference. Dunedin, New Zealand, 2004, pp. 177-183.
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[50] C. Alphonce and P. Ventura, "Object Orientation in CS1-CS2 by Design," in Proceedings of the 7th Annual Conference on Innovation and Technology in Computer Science Education. Aarhus, Denmark, 2002, pp. 70-74.
[51] C. Alphonce and P. Ventura, "Using Graphics to Support the Teaching of Fundamental Object-Oriented Principles in CS1," in Proceedings of the 18th Annual ACM SIGPLAN Conference on Object-Oriented Programming, Systems, Languages, and Applications (OOPSLA). Anaheim, CA, 2003, pp. 156-161.
[52] K. B. Bruce, A. Danyluk, and T. Murtagh, "A Library to Support a Graphics-based Object-First Approach to CS 1," in Proceedings of the 32nd SIGCSE Technical Symposium on Computer Science Education. Charlotte, NC, 2001, pp. 6-10.
[53] P. Ventura and B. Ramamurthy, "Wanted: CS1 Students. No Experience Required," in Proceedings of the 35th SIGCSE Technical Symposium on Computer Science Education. Norfolk, VA, 2004, pp. 240-244.
[54] D. Mutchler and C. Laxer, "Using Multimedia and GUI programming in CS 1," in Proceedings of the 1st Conference on Integrating Technology into Computer Science Education. Barcelona, Spain, 1996, pp. 63-65.
[55] P. Ventura, C. Egert, and A. Decker, "Ancestor Worship in CS1: On the primacy of arrays," in Companion to the 19th Annual ACM SIGPLAN Conference on Object-Oriented Programming Systems, Languages, and Applications (OOPSLA). Vancouver, British Columbia, Canada, 2004, pp. 68-72.
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