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Teaching Creativity in Computer Science to the Playstation Generation
PROCEEDINGS

, UNITEC, New Zealand

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Montreal, Canada ISBN 978-1-880094-46-4 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

The success of today's computer science educational institutions hinges on successful innovative and creative learning strategies. This involves integrating new media technologies such as the latest console games and digital television, which our current Playstation generation has been brought up on. The fact that the games industry has outstripped Hollywood as a multi-billion dollar earner and is still growing (at approximately US$15 billion worldwide) is indicative of this influence. How do we bring the inspiration that is needed to be the next Electronic Arts into our classrooms and labs? This paper will examine these issues and is designed to explore innovation in new media, using the example of games and interactive television.

Citation

Skelton, S. (2002). Teaching Creativity in Computer Science to the Playstation Generation. In M. Driscoll & T. Reeves (Eds.), Proceedings of E-Learn 2002--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2180-2183). Montreal, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved August 8, 2024 from .

Keywords