DocumentCode :
693501
Title :
Using gaming devices as a vehicle for teaching computer science
Author :
Eikerling, Heinz-Josef ; Uelschen, Michael
Author_Institution :
Fac. of Eng. & Comput. Sci., Univ. of Appl. Sci. Osnabruck, Osnabrück, Germany
fYear :
2013
fDate :
19-20 Dec. 2013
Firstpage :
127
Lastpage :
132
Abstract :
Gaming equipment has become rather mature technology-wise. According hardware devices and software contain a lot of features addressing advanced computer science topics usually being part of academic learning units. In this paper we survey the usage of such devices in these units taking Microsoft´s Kinect as an example. Furthermore, we report on experiences made when featuring the Kinect in learning units of different type at our university. Relationships between the technology of such gaming equipment on one hand and the computer science curricula on the other are drawn and recommendations concerning the definition and execution of respective learning units are given.
Keywords :
computer aided instruction; computer games; computer science education; educational courses; teaching; Microsoft Kinect; academic learning unit; computer science curricula; computer science teaching; computer science topics; gaming devices; gaming equipment; hardware devices; Decision support systems; Erbium; Information management; academic teaching; gaming devices; sensor networks;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Information Management in the Knowledge Economy (IMKE), 2013 2nd International Conference on
Conference_Location :
Chandigarh
Type :
conf
Filename :
6915086
Link To Document :
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