Cited by 178Teaching and Learning ProgrammingEducational Games and GamificationGender and Technology in Education

Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation

Repenning, Alexander, Webb, David C., Koh, Kyu Han, Nickerson, Hilarie, Miller, Susan B., Brand, Catharine, Horses, Ian Her Many, Basawapatna, Ashok +4 more·2015·ACM Transactions on Computing Education

Abstract

An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a broken pipeline for CS education. In response to this problem, we have developed the Scalable Game Design curriculum based on a strategy to integrate CS education into the regular school curriculum. This strategy includes opportunities for students to design and program games and science technology engineering and mathematics simulations. An approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations. Results from a study with more than 10,000 students demonstrate rapid adoption of this curriculum by teachers from multiple disciplines, high student motivation, high levels of participation by women, and interest regardless of demographic background.

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Crossref · 10.1145/2700517

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1 of 1 references verified0 citation errors · 0 not checkable

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  • The development of computational thinking competencies also involves a certain creative act.

    “At the same time, some researchers have pointed out that the development of CT competencies also involves a certain creative act (Brennan & Resnick, 2012;DeSchryver & Yadav, 2015;Repenning et al., 2015;Romero et al., 2017;Shute et al., 2017).”
  • When used in a student-centered and gameful way, digital technologies can assist the teaching and learning of computer science in both K-12 and higher education settings.

    “when used in a student-centered and gameful way, digital technologies can assist the teaching and learning of computer science in both K-12 [8] and higher education settings [9].”

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Authors
Repenning, A., Webb, D. C., Koh, K. H., Nickerson, H., Miller, S. B., Brand, C., Horses, I. H. M., Basawapatna, A., Gluck, F., Grover, R., Gutierrez, K., & Repenning, N.
Affiliations
  • University of Colorado Boulder (US)
  • University of California, Berkeley, California, USA
  • AgentSheets (United States) (US)
Venue
ACM Transactions on Computing Education
Published
2015-04-30
Volume
15
Issue
2
Pages
1-31
ISSN
1946-6226 (ISSN-L)
OpenAlex
W1998325646
Cited by
178
References
1
Citations by year
2026: 12 · 2025: 7 · 2024: 11 · 2023: 12 · 2022: 20 · 2021: 25 · 2020: 26 · 2019: 13 · 2018: 13 · 2017: 15 · 2016: 19 · 2015: 5
FWCI
26.06
Type
journal article
Language
en
Open access
closed
Locations
ACM Transactions on Computing Education (publishedVersion)
Funders
National Science Foundation (1312129)
Topics
  • Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Gender Studies › Gender and Technology in Education
Keywords
computational thinking, K-12 computer science education, curriculum integration, game programming, student motivation

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