@inproceedings{ebcb1aec522340bb8f76348752128f12,
title = "Pre-college Computer Science Initiative for Augmented and Virtual Reality Development",
abstract = "New curricula initiatives are growing to meet nearfuture, industrial demand for computer science (CS) graduates with Augmented and Virtual Reality (AR/VR) development knowledge. Universities are often at the forefront in developing these curricula to help prepare their students for industry jobs. High schools wanting to offer college aligned CS courses for their students typically work with local universities to adapt courses for their students' needs. This paper presents such an effort along with results from a student survey showing the successful implementation of college-level courses through training of high school teachers. The curricula from this study are available for public use at artncoding.com and may be adapted as needed by educational programs to meet the emerging employment needs of their students in the AR/VR field.",
keywords = "Augmented Reality, Computer Science, Educational Technology, STEM Education, Virtual Reality",
author = "Eric Nersesian and Adam Spryszynski and Tracy Espiritu and Lee, {Michael J.}",
note = "Funding Information: Faculty at NJIT developed the curriculum for Dywer Academy, titled “Developing AR/VR Applications.” This effort was funded in part by an Advanced CS Competitive Grant from the New Jersey Department of Education, and in collaboration with Oculus VR (a leading AR/VR hardware manufacturer owned by Facebook), and Unity Technologies (a leading game engine company). The curriculum focuses on introduction to 3D and VR development with C# in Unity. Burning Glass Technologies, a job market analytics platform, reports that “Unity is one of the most in-demand tech skills and has one of the highest forecasted growth rates, at over 39% over the next two years” [5]. We tested the course in NJIT{\textquoteright}s undergraduate game development program. The contents were refined over two iterations/semesters, with student feedback and learning outcomes used to verify success. Publisher Copyright: {\textcopyright} 2020 IEEE.; 9th IEEE Integrated STEM Education Conference, ISEC 2020 ; Conference date: 01-08-2020",
year = "2020",
month = aug,
day = "1",
doi = "10.1109/ISEC49744.2020.9397828",
language = "English (US)",
series = "2020 9th IEEE Integrated STEM Education Conference, ISEC 2020",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
booktitle = "2020 9th IEEE Integrated STEM Education Conference, ISEC 2020",
address = "United States",
}