* Attrition rates in computing, due to poor knowledge about computing, poor math and problem solving skills,poorly designed lab courses, lack of practice and feedback, and under-prepared instructors. The need need or want to research fun alternative methods to help reverse the situation.
2. What is the proposed solution?
* Learning through building games will motivate students to complete CS assignments. Though not much is known about the effects on retention, well known strategies for retention were used such as engaging students in research and building community. Game2Learn students research students learn about retention, diversity, education, game design, and research methods.
3. What is the evaluation of the proposed solution?
*The use of games to help students visualize and gain a better understanding of CS conccepts process was not simple. There was a challenge in creating the games already; then making them into learning tools which can easily be used by non games.
a-What argument experiment is made to make a case for the value of ideas? / hypothesis
* Students participating would be more likely to consider graduate study, working as group on this project would scaffold the experience for students of varying backgrounds, students would learn about research design and methods, students would be able to create playable prototypes, and the results of the study inform the design of educational games for computing.
b-What benefits or problems are identified?
* In the beginning the unstructured nature of the of the project frustrated some students and initial outcomes were not well integrated or usable in teaching computer science. Due to this fact the project was modified to employ a highly iterative rapid prototyping development model, and use existing game engine technologies.
* After the initial study improvements were made to the games which removed students doubt about the seriousness of the games as learning tools. Also with more clear instructions scores tended to improve between pre and post tests.
* The second study showed that 88% of the students felt that games could be used as homework, which was a large improvement from 54% in the first study; and 37% of students in study 1 liked the balance between quest and play time, while 88% of students in study 2 liked the play-quest balance or requested more quests.
d-What are the contributions?
* Students get experience working in an established group on directed research to solve real
problems and results will be used in real classes. Students have material to add to their
portfolios, whether it be games or educational software.
4. What are future directions for this research?
* The project is continually refined thorughout its life and new Game2Learn students are able to use the progress of the previous members to make greater improvements in making learning games. The project also brought about new Game2Learn guidelines:
-Divide the groups into small teams of 2-3 students with at least one vetran.
-New members start by playing past prototypes, modifying them, and making small games.
-etc...
a-What ideas did you come up with while reading the paper?
* Whatever game I work on I would keep in mind that the game is aimed at non gamers as for as the usability is concerned; basically assume people will need a short tutorial in the game to learn how to play. Repetition of topics through different activities can be good for retention. And learning abstract data types with games would be beneficial due to the visual aids.