Using Technology in the Computer Science Classroom: Using a Scriptable Game-engine for Teaching Artificial Intelligence

Authors

  • Malan den Heijer
  • Roelien Goede

Abstract

The aim of this paper is to argue and demonstrate the use of a scriptable game-engine as a supportive technology for understanding and implementation in an active learning environment for computer science. It is argued that the use of an active learning environment as a suitable environment for computer science. As a case study, artificial intelligence is used as a representative subfield of computer science and implements an active learning environment with a scriptable game-engine for students. A demonstration is given of the use of a scriptable game-engine to teach intelligent agents using object-oriented programming concepts. The students were interviewed with general and specific open-ended questions in a written interview. Various Likert-type scale questions were also asked to rate their experience. Interpretive content analysis was used to understand their perceptions regarding the instructional design and their learning experience. Grounded in the students’ and the authors’ own learning experience, practical guidelines for the implementation of a scriptable game-engine as a supportive technology in any computer science classroom environment are provided.

DOI: 10.5901/mjss.2014.v5n21p359

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Published

2014-09-06

How to Cite

den Heijer, M., & Goede, R. (2014). Using Technology in the Computer Science Classroom: Using a Scriptable Game-engine for Teaching Artificial Intelligence. Mediterranean Journal of Social Sciences, 5(21), 359. Retrieved from https://www.richtmann.org/journal/index.php/mjss/article/view/4210