Article | Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden | Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course
Göm menyn

Title:
Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course
Author:
Christopher E. Peters: KTH Royal Institute of Technology, Stockholm, Sweden Johan Hoffman: KTH Royal Institute of Technology, Stockholm, Sweden
Download:
Full text (pdf)
Year:
2015
Conference:
Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden
Issue:
120
Article no.:
010
Pages:
35-37
No. of pages:
3
Publication type:
Abstract and Fulltext
Published:
2015-11-24
ISBN:
978-91-7685-855-4
Series:
Linköping Electronic Conference Proceedings
ISSN (print):
1650-3686
ISSN (online):
1650-3740
Publisher:
Linköping University Electronic Press, Linköpings universitet


Export in BibTex, RIS or text

This paper describes the use of interactive computer graphics and game technologies in a new mathematical modelling and simulation course at KTH Royal Institute of Technology that commenced in January 2015. In order to better engage students in the subject, elements of the course involved real-time physics scenarios using computer game technologies. An important secondary aim in the course was to develop the ability for students to define their own goals in the absence of specific tasks, which culminated in student-led projects. This paper briefly summarises the pedagogical approach, the course structure and presents a sample of student project work.

Keywords: Mathematical modelling and simulation; computer games; pedagogy

Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden

Author:
Christopher E. Peters, Johan Hoffman
Title:
Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course
References:

[APH*12] ANDERSON E. F., PETERS C. E., HALLORAN J., EVERY P., SHUTTLEWORTH J., LIAROKAPIS F., LANE R., RICHARDS M.: In at the deep end: An activity-led introduction to first year creative computing. Computer Graphics Forum 31, 6 (2012), 1852–1866. 1, 2


[BPCL08] BARNES T., POWELL E., CHAFFIN A., LIPFORD H.: Game2learn: Improving the motivation of cs1 students. In Proceedings of the 3rd International Conference on Game Development in Computer Science Education (New York, NY, USA, 2008), GDCSE ’08, ACM, pp. 1–5. 2


[Car06] CARTER L.: Why students with an apparent aptitude for computer science don’t choose to major in computer science. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education (New York, NY, USA, 2006), SIGCSE ’06, ACM, pp. 27–31. 1


[CS09] COLLERA B., SCOTT M.: Effectiveness of using a video game to teach a course in mechanical engineering. Computers and Education 53, 3 (2009), 900 – 912. 2


[Gov11] Department for Culture, Media and Sport, UK Government, Government’s response to Next Gen. Transforming the UK into the world’s leading talent hub for the video games and visual effects industries, November 2011. 1


[Kur09] KURKOVSKY S.: Engaging students through mobile game development. In Proceedings of the 40th ACM Technical Symposium on Computer Science Education (New York, NY, USA, 2009), SIGCSE ’09, ACM, pp. 44–48. 1


[LH11] LIVINGSTON I., HOPE A.: Next-gen report. Nesta (February 2011). 1


[Pri08] PRICE C. B.: The usability of a commercial game physics engine to develop physics educational materials: An investigation. Simulation and Gaming 39, 3 (2008), 319–337. 2

Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden

Author:
Christopher E. Peters, Johan Hoffman
Title:
Introducing Computer Game Technologies in a Mathematical Modelling and Simulation Course
Note: the following are taken directly from CrossRef
Citations:
No citations available at the moment


Responsible for this page: Peter Berkesand
Last updated: 2017-02-21