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 language | English |
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Title of host publication | ITiCSE 2017 - Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education |
Publisher | ACM |
Pages | 353-357 |
Number of pages | 5 |
Volume | Part F128680 |
ISBN (Electronic) | 9781450347044 |
DOIs | |
Publication status | Published - 28 Jun 2017 |
MoE publication type | A4 Conference publication |
Event | Annual Conference on Innovation and Technology in Computer Science Education - Bologna, Italy Duration: 3 Jul 2017 → 5 Jul 2017 Conference number: 22 |
Conference
Conference | Annual Conference on Innovation and Technology in Computer Science Education |
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Abbreviated title | ITiCSE |
Country/Territory | Italy |
City | Bologna |
Period | 03/07/2017 → 05/07/2017 |
Keywords
- Computer science education
- Game-based learning
- Online communities
- Streaming