Programming as a performance - Live-streaming and its implications for computer science education

Lassi Haaranen*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

33 Citations (Scopus)

Abstract

This article discusses an emerging phenomenon of streaming programming to a live audience who in turn can interact with the streamer. In essence, this means broadcasting the programming environment and typically a web camera feed of the streamer to viewers. Streaming programming bears many similarities with live-streaming playing of video games, which has become extremely popular among gamers over the recent years. In fact, streaming programming often use the same web services as streaming gaming, and the audiences overlap. In this article, we describe this novel approach to programming and situate it in the broader context of computer science education. To gain a deeper insight into this phenomena, we analyzed viewer discussions during a particular programming stream broadcasted during a game programming competition. Finally, we discuss the benefits this approach could offer to computer science education.

Original languageEnglish
Title of host publicationITiCSE 2017 - Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
PublisherACM
Pages353-357
Number of pages5
VolumePart F128680
ISBN (Electronic)9781450347044
DOIs
Publication statusPublished - 28 Jun 2017
MoE publication typeA4 Conference publication
EventAnnual Conference on Innovation and Technology in Computer Science Education - Bologna, Italy
Duration: 3 Jul 20175 Jul 2017
Conference number: 22

Conference

ConferenceAnnual Conference on Innovation and Technology in Computer Science Education
Abbreviated titleITiCSE
Country/TerritoryItaly
CityBologna
Period03/07/201705/07/2017

Keywords

  • Computer science education
  • Game-based learning
  • Online communities
  • Streaming

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