Computer Science - gaming and simulations

Discipline Group: 

Computer Science

The Consume-Create Spectrum: Balancing Convenience and Computational Thinking in STEM Learning

Future school science standards, such as the Next Generation Science Standards (NGSS), emphasize the integration of simulation and modeling activities in the classroom environment. The extremes of these activities have two vastly different implementations. On one hand, a teacher can have students experiment on a pre-made simulation associated with the material. On the other hand, students can use, for example, an end-user programming tool to create the simulation from scratch.


Teachers look to ‘Alice’ for help

Alice is a 3D virtual worlds programming environment that offers an easy way to create animations for games and storytelling. Since 2008, Duke Professor Susan Rodger has led a two-week summer program training teachers to use Alice to help promote computer literacy among young students.


Using Flowchart Programming to Create Exergames

Exergaming activities demonstrate how technology could be used as an instrument to reduce the impact of this disease. One can purchase commercial, technology-based exergames such as Nintendo Wii Fit or Xbox Kinect games; however, the authors developed a custom exergame using Phoenix Contact’s Nanoline microcontroller and nano Navigator software flowchart. The beauty of the flowcharting software is that people who have no or little programming experience can easily understand its structure.


Scratch for Arduino: Exergaming Development

Currently, obesity has become one of the major health concerns in the United States. A way to relieve this problem is creating fitness activities using the technology and tools available at hand. “Punching Pad” is a prototype that utilizes Scratch for Arduino software and the Arduino Board to make this possible. This device is not only considered a viable fitness activity, but also it could help to inspire children to build other gadgets that, in fact, would facilitate the acquisition of programming skills and basic electronics concepts.


Computational Thinking Pattern Analysis (CTPA)

Computational Thinking Pattern Analysis (CTPA) enables teachers to visualize which of nine specific skills students have mastered in game design that can then be used to create simulations. CTPA has the potential to automatically recognize and calculate student computational thinking skills as well as to map students’ computational thinking skill progression, as they proceed through the curriculum.


ITEST Idea Brief: Using Gaming & Computer Simulations for Youth Engagement & Learning

ITEST LRC Idea Brief Volume 5, March 2007

Increasingly, educators are leveraging games and computer simulations to create dynamic learning experiences. Among the numerous ITEST projects engaged in this work are Girl Game Company, in which girls design and program their own games, and Global Challenge, where

teams of youth learn about systems and scientific concepts through games and simulations.


Two county schools to participate in UW robotics research project

ITEST project Visualization Basics will explore whether gaming and robotics be used to teach computational thinking skills to middle school students in culturally sensitive ways.  The project, based at the University of Wyoming will engage middle schools in at least 10 Wyoming school districts, including Fremont County School District 14 in Ethete and Fremont County School District 25 in Riverton.


UW research on gaming and robotics to boost math learning supported by NSF grant

As part of ITEST project Visualization Basics, team members will train teachers from middle schools in at least 10 Wyoming school districts to develop mathematical and scientific lessons that are culturally relevant to their students. Project staff will support educators as they implement those lessons and will work with the teachers to analyze the impact on students’ overall learning. Finally, the research team will work with participants interested in becoming peer trainers, extending the project’s reach after the grant period ends.


Beyond Barbie and Mortal Kombat

This book brings together new media theorists, game designers, educators, psychologists, and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today: gaming, game industry and design, and serious games.


Strangers In the "Myst" of Video Gaming: Ethics and Representation

In August 1999, Lara Croft donned the cover of Playboy. One month later, she held the cover page of PSM (Play Station Magazine, the most frequent figure appearing on the cover in PSM's history--four times in two years). The two images were strikingly different, as one can imagine. But, the implications of the two representations are indeed significant and call into question the ideas of reality, identity, gender, and representation.