DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play
ISBN / ISNN: ISSN 2342-9666
We were motivated to consider proposing/adopting a new curriculum by the decrease in student enrolments currently experienced by our computing science programs. This requirement for re-invigorating program enrollment (“more bums in seats”) provided the initial motivation for exploring potentially relevant curriculum/program changes and additions. Our research indicates that there exists a significant market niche in delivering suitable educational content relevant to the computer game industry. This niche, as yet remains undeveloped by the overwhelming majority of publicly funded university level academic institutions in North America. Acutely aware of the fact that a B.Sc. degree proposal with an emphasis on computer game development will draw both friendly and enemy fire, the curriculum proposed is a careful blend of both the established ACM and IGDA curriculums. It is reasoned that this will not only satisfy game industry needs, but that it will do so without sacrificing curriculum integrity of the computing science component provided by a normal B.Sc Computing Science.
computer science education, curriculum, Game development, game programming, inter-disciplinary studies