Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation
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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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).”
From Fostering computational thinking through educational robotics: a model for creative computational problem solving (2020) · cites this paper as Repenning et al., 2015
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].”
From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [8]
Cites
Addressing the challenges of inquiry‐based learning through technology and curriculum design
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Demystifying computational thinking
Shute, V. J., Sun, C., & Asbell-Clarke, J. (2017) · Educational Research Review · doi:10.1016/j.edurev.2017.09.003 · Cited by 1,466 · see citing works
Hsu, T.-C., Chang, S.-C., & Hung, Y.-T. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.07.004 · Cited by 788 · see citing works
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
Kafai, Y. B., & Burke, Q. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1124022 · Cited by 383 · see citing works
Chevalier, M., Giang, C., Piatti, A., & Mondada, F. (2020) · International Journal of STEM Education · doi:10.1186/s40594-020-00238-z · Cited by 223 · see citing works
“At the same time, some researchers have pointed out that the development of CT competencies also involves a certain creative act (Brennan & Resnick, 2012; DeSchry-ver & Yadav, 2015; Repenning et al., 2015; Romero et al., 2017; Shute et al., 2017).”
BackgroundFrom Gaming to Computational Thinking: An Adaptive Educational Computer Game-Based Learning Approach
Hooshyar, D., Pedaste, M., Yang, Y., Malva, L., Hwang, G.-J., Wang, M., Lim, H., & Delev, D. (2021) · Journal of Educational Computing Research · doi:10.1177/0735633120965919 · Cited by 132 · see citing works
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94 · see citing works
Malmi, L., Sheard, J., Kinnunen, P., Simon, & Sinclair, J. (2020) · Proceedings of the 2020 ACM Conference on International Computing Education Research · doi:10.1145/3372782.3406279 · Cited by 60 · see citing works
- 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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