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Gaming

Learn more about the Gaming initiative.

 


Mastering programming and software engineering is a challenge that requires effort on the part of students. Too often, students are deterred in this effort by the long time they must spend learning fundamental concepts and language syntax before they ever have the experience of creating anything that seems like a real application. As a consequence, many students lose interest who might do very well if given the chance to feel really engaged in the task of creating a meaningful application earlier in their training. As a further consequence, many faculty work very hard searching for assignments and projects that are at once both sufficiently engaging and sufficiently accessible to allow them to add excitement and satisfaction to what can otherwise seem like a dull and uninteresting exercise.

Asked about types of programming activities to which students respond well, experienced professors consistently mention games and robots. No other areas of programming rival these for their ability to interest students or give them the immediate feeling of creating real software that does meaningful things. At the same time, games and robots can offer a means to address some very advanced and sophisticated topics such as simulation or artificial intelligence.

The problem with games and robots, however, has been the cost and complexity of producing the necessary building blocks that faculty can use to create assignments. Faculty seldom have the time or resources to create a suitable game engine, for example, or to assemble a suitable robotic device that is both powerful and easy to program. While there have been efforts—both commercial and otherwise—to create suitable tools for faculty to create curriculum around games and robots, the true potential of these remains largely untapped.

Our initiative around emerging robotics and gaming in curriculum is focused on identifying and developing vehicles for innovative curriculum and teaching with application across a variety of topics and disciplines. By partnering with faculty who are domain experts in robotics and games as well as teaching, our goal is to foster creation of state-of-the-art curriculum and, where appropriate, to apply and extend our own technologies (for embedded devices, for example) to bring to the academic marketplace new platforms upon which compelling computing curriculum can be based.

 

This initiative is managed by John Nordlinger.

 

 
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