2009
DOI: 10.1145/1539024.1508881
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Engaging students through mobile game development

Abstract: This paper describes using mobile game development as a motivational tool to engage students early in the curriculum. Mobile devices have become an integral part of everyday lives of modern students; using these devices as a part of the coursework may help them see the immediate connections between Computer Science and real-world technology. Compared to traditional game development, programming mobile games is less complex, which enables students with limited programming experience to create playable mobile ga… Show more

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Cited by 38 publications
(24 citation statements)
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“…Casual games (Koivisto, 2006;Kurkovsky, 2009) are the most popular kind of mobile games, mostly due to the patterns of mobile phone usage. Casual games are characterized by extremely simple gameplay (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…Casual games (Koivisto, 2006;Kurkovsky, 2009) are the most popular kind of mobile games, mostly due to the patterns of mobile phone usage. Casual games are characterized by extremely simple gameplay (e.g.…”
Section: Introductionmentioning
confidence: 99%
“…While desktop computers are mainly used to teach the vast majority of Computer Science (CS) modules, Kurkovsky (2009b) suggests that students increasingly relate computing technology with mobile devices rather than with desktop computers. Mahmoud (2008) introduced mobile devices into programming courses and achieved excellent results in terms of student enthusiasm and satisfaction.…”
Section: The Use Of Mobile Technology and Serious Games In Teaching Cmentioning
confidence: 99%
“…In many cases Computer Science students end up changing majors after the first or second year of study because they find the course material irrelevant to practical applications (Beaubouef & Mason, 2005). Kurkovsky (2009b) argues that if this situation is to be reversed it is very important for the Computer Science curriculum to stay applicable and relevant to today's reality and engage students by making a strong connection between computing and students' everyday lives. Students need a conducive, creative and challenging classroom environment to which they can relate and make a difference in preparing for their careers (Kurkovsky, 2009b).…”
Section: The Use Of Mobile Technology and Serious Games In Teaching Cmentioning
confidence: 99%
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