@inproceedings{d4eceab16fd2463cb5a41bcb2d22d590,
title = "Beyond Gaming: The Potential of Twitch for Online Learning and Teaching",
abstract = "Twitch is a live streaming platform that was originally designed for gamers to share their gaming experiences. The viewer culture on Twitch supports a lively exchange between streamers and viewers and also among viewers themselves. While the potential of Twitch for game tutorials and instructions has been explored, its potential for university lectures still appears to be undiscovered. In this paper, we discuss the potential of Twitch for teaching. We ran two different courses on Twitch, one for CS beginners, the other a game development course for students in a master's program. Evaluations with students show Twitch benefits, including increased engagement and interaction in chat and the ability to watch videos directly afterward. On the other hand, we also discovered several challenges, such as in-chat spam by bots. In this paper, we would like to discuss initial experiences from different perspectives and discuss best practices. Our aim in doing so, is to help other teachers decide whether Twitch might be a suitable online learning platform for their course. ",
keywords = "live learning, online learning, streaming, Twitch, video education",
author = "Johanna Pirker and Alexander Steinmaurer and Aleksandar Karakas",
year = "2021",
month = jun,
day = "26",
doi = "10.1145/3430665.3456324",
language = "English",
series = "Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE",
publisher = "Association of Computing Machinery",
pages = "74--80",
booktitle = "ITiCSE 2021 - Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education",
address = "United States",
note = "26th ACM Conference on Innovation and Technology in Computer Science Education : ITiCSE 2021, ITiCSE 2021 ; Conference date: 26-06-2021 Through 01-07-2021",
}