Programming in Game Space: How to Represent Parallel Programming Concepts in an Educational Game
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Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Tool Support for Computer Role-Playing Game Programming
Abstract Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar player experience than their ancestors, paper-and- pen role-playing games. For a type of digital games, their evolution is already rather long, as the first ones were created in 1980s. Typically CRPGs em- phasize character development and to support this huge fantasy worlds and sophisticated storylines are also present. CRPG development has unique challenges, which derive from these typical features. Content creation is a continuous issue, since huge virtual worlds and long storylines must be filled with content. Personalization is also an important issue, because all fun of creating personalized character is lost if it has no effect into the game. Low starting threshold is important for successful game. It is becoming essential that the player can start playing quickly and she is not required to spent time waiting the installation to be completed. This can be achieved by web-based approach, since web-based games do not require installations. There are also other benefits, such as instant distribution, platform inde- pendence, and instant upgrades. As it is likely that in the future CRPGs are web-based, software tools for developing browser-based games are even more important in the future. However regardless of the platform the unique challenges of CRPG development remain the same. This dissertation addresses these unique challenges and simplifies CRPG development with software tool support. The software tools presented in this dissertation begin with construction of a novel game engine called CAGE. We used this game engine in the game programming course of Department of Software Systems in Tampere University of Technology as a software plat- form, and students developed their games using it. -
A Scripting Game That Leverages Fuzzy Logic As an Engaging Game Mechanic
Fuzzy Tactics: A scripting game that leverages fuzzy logic as an engaging game mechanic ⇑ Michele Pirovano a,b, Pier Luca Lanzi a, a Dipartimento di Elettronica, Informazione e Bioingegneria Politecnico di Milano, Milano, Italy b Department of Computer Science, University of Milano, Milano, Italy 1. Introduction intelligent. The award-winning game Black & White (Lionhead Studios, 2001) leverages reinforcement learning to support the Artificial intelligence in video games aims at enhancing players’ interaction with the player’s giant pet-avatar as the main core of experience in various ways (Millington, 2006; Buckland, 2004); for the gameplay. Most of the gameplay in Black & White (Lionhead instance, by providing intelligent behaviors for non-player charac- Studios, 2001) concerns teaching what is good and what is bad ters, by implementing adaptive gameplay, by generating high- to the pet, a novel mechanic enabled by the AI. In Galactic Arms quality content (e.g. missions, meshes, textures), by controlling Race (Hastings, Guha, & Stanley, 2009), the players’ weapon prefer- complex animations, by implementing tactical and strategic plan- ences form the selection mechanism of a distributed genetic algo- ning, and by supporting on-line learning. Noticeably, artificial rithm that evolves the dynamics of the particle weapons of intelligence is typically invisible to the players who become aware spaceships. The players can experience the weapons’ evolution of its presence only when it behaves badly (as demonstrated by the based on their choices. In all these games, the underlying artificial huge amount of YouTube videos showing examples of bad artificial intelligence is the main element that permeates the whole game intelligence1). -
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean-Pierre Jessel, Fabienne Viallet
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean-Pierre Jessel, Fabienne Viallet To cite this version: Mathieu Muratet, Patrice Torguet, Jean-Pierre Jessel, Fabienne Viallet. Towards a Se- rious Game to Help Students Learn Computer Programming. International Journal of Computer Games Technology, 2009, 2009, pp.470590. <http://www.hindawi.com/>. <10.1155/2009/470590>. <hal-01357502> HAL Id: hal-01357502 https://hal.archives-ouvertes.fr/hal-01357502 Submitted on 29 Aug 2016 HAL is a multi-disciplinary open access L'archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destin´eeau d´ep^otet `ala diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publi´esou non, lished or not. The documents may come from ´emanant des ´etablissements d'enseignement et de teaching and research institutions in France or recherche fran¸caisou ´etrangers,des laboratoires abroad, or from public or private research centers. publics ou priv´es. Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 470590, 12 pages doi:10.1155/2009/470590 Research Article TowardsaSeriousGametoHelpStudentsLearn Computer Programming Mathieu Muratet,1 Patrice Torguet,1 Jean-Pierre Jessel,1 and Fabienne Viallet2 1 VORTEX Group, IRIT, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France 2 DiDiST CREFI-T, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France Correspondence should be addressed to Mathieu Muratet, [email protected] Received 30 August 2008; Revised 17 December 2008; Accepted 24 February 2009 Recommended by Xiaopeng Zhang Video games are part of our culture like TV, movies, and books. -
Game Developer
K A B O O M ! M A K E A N E X P L O S I V E 3 D A C T I O N GAME IN UNITY! Developing the Next Generation of Innovators O ering a rigorous academic curriculum and real-life project experience in the following degree programs: Digital Art and Animation (Bachelor of Fine Arts) Game Design (Bachelor of Arts, Bachelor of Science) Computer Engineering (Bachelor of Science) Real-Time Interactive Simulation (Bachelor of Science) Computer Science (Master of Science) To explore further, visit: www.digipen.edu DigiPen Institute of Technology 9931 Willows Road, Redmond, WA USA 98052 Like us on Facebook Follow us on Twitter Phone: (866) 478-5236 [email protected] facebook.com/DigiPen.edu twitter.com/DigiPenNews DigiPen_GD_0611.indd 2 6/8/2011 9:33:16 PM CONTENTS DEPARTMENTS 2 G A M E P L A N By Brandon Sheffield [EDITORIAL] Just Do It! 4 W H O T O K N O W & W H A T T O D O [GAME DEV 101] A guide to the industry's important events and organizations 19 THE CROWDFUNDING REVOLUTION [GAME DEV 101] By R. Hunter Gough STUDENT POSTMORTEM A guide to several different crowdfunding services that can help get your game off the ground. 42 O C T O D A D OCTODAD is proof positive that passion and creativity matters 23 S A L A R Y S U R V E Y [CAREER] more than most things in games. The OCTODAD team took a bizarre By Brandon Sheffield and Ryan Newman concept, deliberately added in complicated controls, and came out A comprehensive breakdown of salaries for with something utterly charming. -
Hacking Game List List of Hacking Websites
hacking game list List of hacking websites. Have you ever wondered where to start hacking, acquire more hacking knowledge and even train, test and improve your hacking skills? Here is a compilation, collection, list, directory of the best sites that will help you. The sites listed below will help you understand and practice every aspect of the secure (or rather insecure) side of software, networks (networking), servers and every single element that may be exposed in the(our) binary world. Please note that this is a mere compilation, all credits go to their respective authors. Creating such challenges requires and involves a lot of time, knowledge and creativity. Respect their work. Website list. The list is ordered in no particular way. Pwnable http://pwnable.kr/ Pwnable is a classic, one of all-time favorites. pwnable.kr is a non-commercial wargame site which provides various pwn challenges regarding system exploitation. The main purpose of pwnable.kr is ‘fun’. While playing pwnable.kr, you could learn/improve system hacking skills but that shouldn’t be your only purpose. The only thing you must do is click “play” on the upper left zone, choose a game and Pwn it. They provide a scoring system, the harder the challenge is, the more score you win. 24/7 CTF https://247ctf.com/ Join now to continuously test your skills across web, crypto, networking, reversing and exploitation vulnerabilities and challenges. CTFTIME https://ctftime.org/ One of the biggest Capture The Flag (CTF) archives. They classify the challenges by year and profide useful information and statistics. -
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet
Towards a Serious Game to Help Students Learn Computer Programming Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet To cite this version: Mathieu Muratet, Patrice Torguet, Jean Pierre Jessel, Fabienne Viallet. Towards a Serious Game to Help Students Learn Computer Programming. International Journal of Computer Games Technology, London: Hindawi, 2009, 2009, pp.470590. 10.1155/2009/470590. hal-01357502 HAL Id: hal-01357502 https://hal.archives-ouvertes.fr/hal-01357502 Submitted on 29 Aug 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 470590, 12 pages doi:10.1155/2009/470590 Research Article TowardsaSeriousGametoHelpStudentsLearn Computer Programming Mathieu Muratet,1 Patrice Torguet,1 Jean-Pierre Jessel,1 and Fabienne Viallet2 1 VORTEX Group, IRIT, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France 2 DiDiST CREFI-T, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France Correspondence should be addressed to Mathieu Muratet, [email protected] Received 30 August 2008; Revised 17 December 2008; Accepted 24 February 2009 Recommended by Xiaopeng Zhang Video games are part of our culture like TV, movies, and books. -
How Do You Say Watermelon?
Transmotion Vol 3, No 1 (2017) How do you say watermelon? JEANETTE BUSHNELL, JONATHAN TOMHAVE, TYLOR PRATHER We borrowed words from Thurman Hester’s sharing of Choctaw language and pedagogy for our title, “How do you say watermelon?” The elder’s question exemplified Choctaws’ respectful teaching while encouraging the student to find and understand relationships. Similarly, this paper presents the position and process of postindian gamer by centralizing experience, ours and the readers’ as conveyed via story. Our story of postindian gamers grounds itself in our experiences playing and learning about Sla’hal and other games played on Turtle Island prior to the colonizing invasion that began in 1492. We come as colonizer educated, indian educated, and indian educated postindians, using Vizenor’s vernacular. We come with indigenous lived experiences and recipients of teachings by indigenous elders of our ancestral nations as well as elders who are local to our current living place of Lushootseed speaking peoples of the Salish Sea. We name ourselves Postindian Gamers and Turtle Islanders—aləshək s’chəgwutsidabsh in local Lushootseed language. We call upon our experiences and the experiences of those who came before us. Our actions include creating and visioning a future of survivance gaming and games of survivance. We strive to bring historic philosophies of Turtle Islanders to contemporary gaming with an enactment of such philosophies in game goals, mechanics, aesthetics, language, value. This paper has four separately styled sections to create varied opportunities for readers to experience how very old indigenous games, particularly Sla’hal, inform contemporary game development (Adams et al.; Tomhave; Bushnell). -
Towards a Serious Game Tohelp Students Learn Computer Programming
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2009, Article ID 470590, 12 pages doi:10.1155/2009/470590 Research Article TowardsaSeriousGametoHelpStudentsLearn Computer Programming Mathieu Muratet,1 Patrice Torguet,1 Jean-Pierre Jessel,1 and Fabienne Viallet2 1 VORTEX Group, IRIT, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France 2 DiDiST CREFI-T, Paul Sabatier University, 118 Route de Narbonne, 31062 Toulouse Cedex 9, France Correspondence should be addressed to Mathieu Muratet, [email protected] Received 30 August 2008; Revised 17 December 2008; Accepted 24 February 2009 Recommended by Xiaopeng Zhang Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students’ interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming. Copyright © 2009 Mathieu Muratet et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. 1. Introduction who initially choose computer science study soon decide to abandon it”[3, page 39]. -
O3/A2 - User Guide on the Coding4girls Serious Game Approach
O3 – Instructional Support Content O3/A2 - USER GUIDE ON THE CODING4GIRLS SERIOUS GAME APPROACH Cite this work Daniela Tuparova, Boyana Garkova, Joze Rugelj, Mateja Bevcic, Spela Cerar, Matej Zapushek, Michela Tramonti, Alden Meirzhanovich Dochshanov, Carlos V. Carvalho, Rita Durão, Ivanichka Nestorova, Rositsa Georgieva, Hariklia Tsalapata, Olivier Heidmann, Kostas Katsimentes, Christina, Taka Roxani, Sotiri Evangelou, Nadia Vlachoutsou, Nataša Hoić-Božić, Martina Holenko Dlab, Ivona Franković, Marina Ivašić Kos, Luigi Tramonti, , Ahu Şimşek, Kadir Fatih Mutlu, Abdurrahman Saygın, USER GUIDE ON THE CODING4GIRLS SERIOUS GAME APPROACH, Erasmus+ no. 2018-1-SI01-KA201-047013, 2020, https://www.coding4girls.eu/results_03.php 1 Document Data Deliverable: O3/A2 - User guide on the CODING4GIRLS serious game approach Intellectual Output No - Title: O3 – Instructional Support Content Intellectual Output Leader: South-West University “Neofit Rilski” (Bulgaria) Contributors South-West University “Neofit Rilski”, Bulgaria Daniela Tuparova, Boyana Garkova, Ivanichka Nestorova, Rositsa Georgieva UTH – Greece Hariklia Tsalapata, Olivier Heidmann, Kostas Katsimentes, Christina, Taka Roxani, Sotiri Evangelou, Nadia Vlachoutsou University of Rijeka – Croatia Nataša Hoić-Božić, Martina Holenko Dlab, Ivona Franković, Marina Ivašić Kos EU-Track – Italy Michela Tramonti, Alden Meirzhanovich Dochshanov and Luigi Tramonti Virtual Campus - Portugal Carlos V. Carvalho, Rita Durão. University of Ljubljana - Slovenia Jože Rugelj, Mateja Bevčič, Špela Cerar, Tadeja Nemanič, Matej Zapušek GOI - Turkey Ahu Şimşek, Kadir Fatih Mutlu, Abdurrahman Saygın Disclaimer This project has been funded by the Erasmus+ Programme of the European Union. The information and views set out in this publication are those of the author(s) and do not necessarily reflect the official opinion of the European Union. Neither the European Union institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein. -
Teaching Programming with Gamified Semantics
Teaching Programming with Gamified Semantics Ian Arawjo1, Cheng-Yao Wang2, Andrew C. Myers2, Erik Andersen2, and François Guimbretière1 1Department of Information Science, 2Department of Computer Science, Cornell University iaa32, cw776, acm22, ela63, fvg3 @cornell.edu ABSTRACT Dominant approaches to programming education emphasize program construction over language comprehension. We present Reduct, an educational game embodying a new, comprehension-first approach to teaching novices core pro- gramming concepts which include functions, Booleans, equal- ity, conditionals, and mapping functions over sets. In this novel teaching strategy, the player executes code using reduction- based operational semantics. During gameplay, code represen- tations fade from concrete, block-based graphics to the actual syntax of JavaScript ES2015. We describe our design ratio- nale in depth and report on the results of a study evaluating the efficacy of our approach on young adults (18+) without prior coding experience. In a short timeframe, novices demon- strated promising learning of core concepts expressed in actual JavaScript. We discuss ramifications for the design of future computational thinking games. Figure 1: A level of the Reduct programming game, faded to the syntax ACM Classification Keywords of Javascript ES2015. K.3.2 Computer and Information Science Education: Com- puter Science Education Author Keywords programming. Purely constructionist approaches are not well Educational games; block-based programming; concreteness suited to teaching more challenging concepts, such as function fading; novice programming definitions, variables, and higher-order functions [63, 54, 59]. Analyses of online Scratch programs show that many remain INTRODUCTION simplistic, often use no conditional statements, and overuse There is a long tradition of constructionist approaches to teach- concurrency (among other issues) [58,3,4].