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Learning Computer Science by Watching Video Games

Hiroyuki Nagataki

Okayama University Okayama, Japan

[email protected]

ABSTRACT

This paper proposes a teaching method that utilizes video games in computer science education. The primary char-acteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental ar-chitecture, theory, and technology of computers.

The results of a case study conducted indicate that the method enhances the motivation of students for deeper learn-ing of computer science concepts.

Categories and Subject Descriptors

K.3.2 [Computers and Education]: Computer and Infor-mation Science Education—computer science education

General Terms

Design, Experimentation, Human factors

Keywords

Computer science education, general education, practices, video games

1.

INTRODUCTION

One of the main issues facing computer science (CS) ed-ucation is the question of how to motivate students to be-come interested in the theory and application of computers. In recent times, most students have become familiar with computers in the form of personal computers (PCs), cell phones, and tablets since they were children. However, be-coming overly familiar with computers can lead students to think less about how computers work and why they operate properly. Additionally, the theory of CS, such as algorithms, network protocol, and code theory, is highly conceptual and difficult for non-CS students to understand them in a short period of time. Therefore, useful learning materials that Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Copyright is held by the owner/author(s).

WiPSCE ’14, Nov 05–07 2014, Berlin, Germany

ACM 978-1-4503-3250-7/14/11.

http://dx.doi.org/10.1145/2670757.2670770

Figure 1: 1-up glitch

can be enable students to easily comprehend computational behavior are needed.

Nowadays, video games are one of the most popular and familiar means of entertainment in our daily life. They are also utilized as learning tools to enhance people’s interest in some learning activity, including the CS field. Approaches in which video games are used for education include educa-tional games[1, 2] and game development practice[3].

One characteristic of video games as computers is that the computational output is primarily in the form of vi-sual, auditory and sometimes haptic (e.g. vibration) effects. The outputs often indicate the theory and mechanism of computers; for example, “1-up glitch” (Figure 1) behavior implies that the number in a computer is described as bi-nary expressions (8-bit two’s complement bibi-nary numbers). “Password error” message (Figure 2) implies that there is error-detection code in the password.

We believe that watching such behavior can be useful for learning CS. Watching the behavior of games is sufficient to see the basic technology underlying computers in an easy-to-understand and fascinating way without having to play or create video games.

2.

IMPLEMENTATION

We designed an introductory CS course called

Introduc-tion to computer science through video games1. This course

has a total of 15 lessons, each 90 min long. Each lesson has more than one main learning topics such as “algorithm” and “network”, in which many examples of various video games are offered in the style of videos and screenshots. The pri-mary learning goal is to get a grasp of the basic theory and

1

Course syllabus URL (2014): http://cfd.cc.okayama-u. ac.jp/cgi-bin/cbdb/db.cgi?page=DBRecord&did= 1869&vid=34&rid=220

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Figure 2: Detecting wrong password

Table 1: Number of students in the course

Year Students (CS / non CS)

2010 114 (31 / 83)

2011 235 (36 / 199)

2012 62 (14 / 47)

2013 107 (19 / 88)

2014 103 (17 / 92)

technology in computer science and enhance learners’ in-terests and learning motivation for CS.

We conducted the course in Okayama University from 2010 to 2014. Table 1 shows the number of students that took this course. There are both CS students and non-CS students who major in areas of Literature and Economics. Most of them had never learned CS before the course. Their main motivation for taking the course was their interest in computers and video games. Figure 3 displays the answers received from students in 2013.

On completion of the course, we distributed question-naires that were subsequently completed by the students. The answers received indicate that their motivation for learn-ing deeper CS concepts was enhanced (Figure 4). Some non-CS students commented in the questionnaires that even though they had difficulty on some CS concepts, they could keep the motivation for learning CS because “learning through video games was really interesting.”

During the courses, some students voluntarily found other examples of behavior that seem related to CS, and taught them to the teacher for deeper discussion. This is another advantage of using video games as learning materials. Stu-dents can easily try to apply the CS knowledge they learned to other examples, which lead them to consider that ev-ery behavior of the computer around them has some reason based on CS theory and technology.

3.

FUTURE WORK

Designing and implementing materials for classes is very difficult for teachers. It is distant idea for every teacher to obtain information about what appropriate examples of video games that exist for learning each CS topic, and how to

Figure 3: Motivation for taking the course (2013: multiple answers from 86 students)

Figure 4: Interests in CS after the course (2013: 84 students answered)

get those samples to create videos or other forms of lecture materials.

In future work, we plan to not only aggregate and organize samples of video games that are useful for CS education, but also investigate expertise on how to find good learning materials efficiently.

Acknowledgments

This work was supported by JSPS KAKENHI Grant Num-bers 24700871 (Grant-in-Aid for Young Scientists (B)).

4.

REFERENCES

[1] B. Gibson and T. Bell. Evaluation of games for teaching computer science. In Proceedings of the 8th

Workshop in Primary and Secondary Computing Education, pages 51–60, November 2013.

[2] M. Papastergiou. Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation.

Comput. Educ., 52(1):1–12, January 2009.

[3] L. Werner, S. Campe, and J. Denner. Children learning computer science concepts via alice game-programming. In Proceedings of the 43rd ACM Technical Symposium

on Computer Science Education, SIGCSE ’12, pages

Figure 1: 1-up glitch
Figure 2: Detecting wrong password

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