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Full-Text Articles in Education

Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh Jun 2018

Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh

Ashish Amresh

No abstract provided.


Work In Progress: Teaching Game Design And Robotics Together: A Natural Marriage Of Computing And Engineering Design In A First-Year Engineering Course, Adam R. Carberry, Ashish Amresh Apr 2018

Work In Progress: Teaching Game Design And Robotics Together: A Natural Marriage Of Computing And Engineering Design In A First-Year Engineering Course, Adam R. Carberry, Ashish Amresh

Ashish Amresh

The increased dependence on computer programming in engineering has made it essential for engineering students to learn about programming throughout their undergraduate education. In the same vein, computing students benefit when given an opportunity to learn more about engineering design and systematic thinking. This paper discusses how one college embedded computing and engineering into a combined first-year introductory course. The course fuses computing and engineering using game design and robotics as an offering for both cohorts of students to work together in a multidisciplinary environment. Over the course of the semester, students learn introductory computing and engineering design concepts by …


Evaluating The Effectiveness Of Flipped Classrooms For Teaching Cs1, Ashish Amresh, Adam R. Carberry, John Femiani Apr 2018

Evaluating The Effectiveness Of Flipped Classrooms For Teaching Cs1, Ashish Amresh, Adam R. Carberry, John Femiani

Ashish Amresh

An alternative to the traditional classroom structure that has seen increased use in higher education is the flipped classroom. Flipping the classroom switches when assignments (e.g. homework) and knowledge transfer (e.g. lecture) occur. Flipped classrooms are getting popular in secondary and postsecondary teaching institutions as evidenced by the marked increase in the study, use, and application of the flipped pedagogy as it applies to learning and retention. The majority of the courses that have undergone this change use applied learning strategies and include a significant “learning-by-doing” component. The research in this area is skewed towards such courses and in general …


Word Towers: Assessing Domain Knowledge With Non-Traditional Genres, Tyler Baron, Ashish Amresh Apr 2018

Word Towers: Assessing Domain Knowledge With Non-Traditional Genres, Tyler Baron, Ashish Amresh

Ashish Amresh

This paper presents the design, development and the results of a pilot study for Word Towers (WT), an educational game that combines gameplay mechanics from board-style word building and arcade style tower defense games. To our knowledge, this is the first ever attempt to merge these game genres into a functional educational game. Our efforts open the possibility for other learning games to be reworked into new genres, increasing novelty and player engagement. Expanding the range of genres also allows for learning games to reach a wider audience. The goal of the WT is to provide a natural method for …


Towards A Context Agnostic Platform For Design And Assessment Of Educational Games, Tyler Baron, Corey Heath, Ashish Amresh Apr 2018

Towards A Context Agnostic Platform For Design And Assessment Of Educational Games, Tyler Baron, Corey Heath, Ashish Amresh

Ashish Amresh

The majority of the games designed for improving, acquiring or transferring knowledge rely heavily on building game mechanics that are grounded deeply in the content or subject matter being taught. There is a growing need for educational practitioners and pedagogical experts to have the ability to easily map learning outcomes by choosing from a pallet of functioning game mechanics without having the need to redesign them from scratch. In this paper, we present the current state of the art in context agnostic design and assessment of educational games, and propose three strategies that educators can take advantage of during the …


Reflection On Assumptions From Designing Female-Centric Educational Games, Corey D.C. Heath, Tyler Baron, Kevin Gary, Ashish Amresh Apr 2018

Reflection On Assumptions From Designing Female-Centric Educational Games, Corey D.C. Heath, Tyler Baron, Kevin Gary, Ashish Amresh

Ashish Amresh

In this paper we present a detailed analysis of the design and implementation of an educational game targeting young women entrepreneurs by a predominantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigorous and agile development model that included stakeholders at several time frames, we were not successful in delivering the desired experience to our target audience. We conclude by presenting a …


Drawing On Three Fields Of Education Research To Frame The Development Of Digital Games For Inquiry-Oriented Linear Algebra, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh Feb 2018

Drawing On Three Fields Of Education Research To Frame The Development Of Digital Games For Inquiry-Oriented Linear Algebra, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh

Ashish Amresh

No abstract provided.