M.Y. Bawany (UAE), M.S. Siddiqui, S. Jamal Hussain, and S. Jafar Hussain (Pakistan)
Gaming, Games, Computer Science
Computer Gaming has emerged as one of the fastest growing industries in the world. A recent study shows that almost sixty percent of the Americans (145 million approx.) play games and this number is increasing every year1 . Gaming is as prevalent in the rest of the world as in America. This paper presents some approaches for teachers to help them assist students by putting special emphasis on a common interest area of today’s university-going population, i.e. games. This indirectly focuses on educating CS as well as non-CS students by highlighting the contribution they can make as part of the Gaming industry. Moreover, it presents a novel learning paradigm to help students learn different topics, which some may find difficult, by using examples from contemporary games and thereby, enabling them to take active interest in studies.
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