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Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
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Frydenberg, Mark – Information Systems Education Journal, 2016
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Descriptors: Games, Design, Programming, Teaching Methods
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Sullivan, Amanda; Bers, Marina Umaschi – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: The goal of this paper is to examine whether having female robotics teachers positively impacts girls' performance on programming and robotics tasks Background: Women continue to be underrepresented in the technical STEM fields such as engineering and computer science. New programs and initiatives are needed to engage girls in STEM…
Descriptors: Females, Robotics, STEM Education, Academic Achievement
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Sullivan, Amanda; Bers, Marina Umaschi – Journal of Information Technology Education: Innovations in Practice, 2016
Prior work demonstrates the importance of introducing young children to programming and engineering content before gender stereotypes are fully developed and ingrained in later years. However, very little research on gender and early childhood technology interventions exist. This pilot study looks at N = 45 children in kindergarten through second…
Descriptors: Early Childhood Education, Kindergarten, Grade 1, Grade 2