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Gaming Makes the Grade

Game-based curricula in universities may just save computer science from itself.

By Paul Angiolillo

September 27, 2005

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For reasons academicians don't entirely understand, undergraduate enrollment in U.S. computer science departments continues to drop precipitously.

Whether the cause is the dot-com bust, the off-shoring of software jobs, cutbacks in federal funding for computer science departments, tighter immigration laws, or just a cyclical shift in students' interests, it's a problem that colleges and universities -- not to mention Microsoft and other U.S. software companies, which depend on a flow of talented computer-science graduates -- are taking seriously.

In its latest effort, Microsoft is funding university projects that rewrite computer science curricula around something everyone knows students like: computer games. This year the company awarded six universities a total of $480,000 to create new kinds of computer science courses in which students learn programming techniques using gaming software models. As part of the effort, teaching modules and entire courses will be offered free to the public in the company's Curriculum Repository.

"It's hard for faculty to keep up to date," says Sailesh Chutani, director of external research and programs at Microsoft. "We want to ensure that educational systems stay vibrant, attract top-notch talent, and keep them."

There's nothing shocking about the use of computer gaming in classrooms, of course. Today, at least 20 to 30 universities have game design courses, and a dozen or so offer it as a degree. The goal has been to replace the earlier "drill-and-practice" methods of interactive learning with a new generation of pedagogical tools, for all educational levels and in subjects ranging from science, mathematics, and engineering, to social sciences and humanities.

One of the seminal programs in the field was MIT's Games-To-Teach Project, another Microsoft collaboration. Since 2001, it's developed more than a dozen interactive and Web-based games, with names like "Replicate," "Biohazard," and "Revolution." But today, developers of game-based curricula are focusing on how games can enliven computer science itself, perhaps attracting and keeping more computer science majors.

It's not a moment too soon. The number of students majoring in computer science has dropped by around 50 percent since the 1980s. Enrollment in the 2003-04 academic year was down 10 percent from a year earlier. And among female students, the dropoff is even worse: 70 percent fewer women are majoring in CS today than in the early 1980s.

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Offering classes that use games to teach programming methods, or that let students build their own games, is a strategy that could halt the trend, academics and industry representatives hope. "It's difficult to find areas that all students have some background knowledge in and that are engaging and challenging," says Jessica Bayliss, a professor of computer science at Rochester Institute of Technology (RIT), and one of the Microsoft awardees. "Everyone has played games, even it's just solitaire or tic-tac-toe...Not everyone has worked with employee databases."

And it hasn't escaped anyone that games are some of the most successful software products on the market today. "Initially it looks interesting and fun [to students]," says John Nordlinger, program manager for Microsoft's Computer Gaming Curriculum, "and there's money here if you connect with the right company."

Comments

  • GAMEING
    IM INTERSTED IN THE GAMEING INDUSTRY I WANT TO MAKE VIDEO GAMES  IM AT TOSLOWFORYOU69@YAHOO.COM
    Rate this comment: 12345
    Guest (MICHAEL A WILSON )
    01/19/2006
    Posts:1

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