Hungry Wolves, creepy sheepies: The gamification of the programmer's classroom

Research output: Chapter in Book/Report/Conference proceedingChapter

1 Citation (Scopus)

Abstract

The Wolves and Sheep game is an educational, multi-agent computer simulation for students of programming classes. Players move about in a twodimensional landscape, aiming to reach targets or catch other players. Students write programs that control individual players in the game. The programs then participate in a tournament. Students practice basic programming and algorithmic thinking, object-orientation and the role of interfaces, and are even exposed to basic Artificial Intelligence. Gamification helps motivate students and creates positive, but challenging learning experiences.

Original languageEnglish (US)
Title of host publicationInnovative Practices in Teaching Information Sciences and Technology
Subtitle of host publicationExperience Reports and Reflections
PublisherSpringer International Publishing
Pages19-29
Number of pages11
Volume9783319036564
ISBN (Electronic)9783319036564
ISBN (Print)3319036556, 9783319036557
DOIs
StatePublished - Jan 1 2014

Fingerprint

Students
classroom
student
programming
artificial intelligence
Computer programming
computer simulation
Artificial intelligence
Computer simulation
learning
experience

All Science Journal Classification (ASJC) codes

  • Social Sciences(all)
  • Computer Science(all)

Cite this

Reitter, D. T. (2014). Hungry Wolves, creepy sheepies: The gamification of the programmer's classroom. In Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections (Vol. 9783319036564, pp. 19-29). Springer International Publishing. https://doi.org/10.1007/978-3-319-03656-4_3
Reitter, David T. / Hungry Wolves, creepy sheepies : The gamification of the programmer's classroom. Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections. Vol. 9783319036564 Springer International Publishing, 2014. pp. 19-29
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Reitter, DT 2014, Hungry Wolves, creepy sheepies: The gamification of the programmer's classroom. in Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections. vol. 9783319036564, Springer International Publishing, pp. 19-29. https://doi.org/10.1007/978-3-319-03656-4_3

Hungry Wolves, creepy sheepies : The gamification of the programmer's classroom. / Reitter, David T.

Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections. Vol. 9783319036564 Springer International Publishing, 2014. p. 19-29.

Research output: Chapter in Book/Report/Conference proceedingChapter

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Reitter DT. Hungry Wolves, creepy sheepies: The gamification of the programmer's classroom. In Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections. Vol. 9783319036564. Springer International Publishing. 2014. p. 19-29 https://doi.org/10.1007/978-3-319-03656-4_3