A Serious Game for Programming Practice Mathieu Muratet, Patrice Torguet, Fabienne Viallet, Jean Pierre Jessel

Total Page:16

File Type:pdf, Size:1020Kb

A Serious Game for Programming Practice Mathieu Muratet, Patrice Torguet, Fabienne Viallet, Jean Pierre Jessel Experimental Feedback on Prog&Play: A Serious Game for Programming Practice Mathieu Muratet, Patrice Torguet, Fabienne Viallet, Jean Pierre Jessel To cite this version: Mathieu Muratet, Patrice Torguet, Fabienne Viallet, Jean Pierre Jessel. Experimental Feedback on Prog&Play: A Serious Game for Programming Practice. Computer Graphics Forum, Wiley, 2010, 30 (1), pp.61-73. 10.1111/j.1467-8659.2010.01829.x. hal-01357534 HAL Id: hal-01357534 https://hal.archives-ouvertes.fr/hal-01357534 Submitted on 30 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. Volume xx (200y), Number z, pp. 1–12 Experimental feedback on Prog&Play: a serious game for programming practice M. Muratet1;3, P. Torguet1;3, F. Viallet2;3 and J.P. Jessel1;3 1IRIT/VORTEX 2CREFI-T/DiDiST 3Université Paul Sabatier, Toulouse, France Abstract This paper presents an experimental feedback on a serious game dedicated to strengthening programming skills. This serious game, called Prog&Play, is built on an open source real-time strategy game. Its goal is to be compa- tible with different students, teachers and institutions. We based its evaluation on an iterative process that allows to implement the game and carry out experimentations in several contexts. Through this assessment, we define a framework which has been tested by third parties and we analyse both positive and negative points in order to improve the project. Evaluation is indeed beneficial and enables you to establish communication about the implemented practices. Categories and Subject Descriptors (according to ACM CCS): K.3.2 [Computers and Education]: Computer and Information Science Education—Computer science education I.3.0 [Computer Graphics]: General— 1. Introduction tain students in computer science. Currently, serious games exist in several fields such as education, government, health, In many countries, students are becoming less and less in- defence, industry, civil security and science. Let us first de- terested in science. In computer science, for example, ac- fine a serious game. cording to Crenshaw et al [CCMT08] and Kelleher [Kel06], the number of students has been shrinking. Moreover, “col- For Zyda [Zyd05], a serious game is “a mental contest, leges and universities routinely report that 50% or more of played with a computer in accordance with specific rules, those students who initially choose computer science study that uses entertainment to further government or corporate soon decide to abandon it”[ACM05, p. 39]. Our university training, education, health, public policy, and strategic com- has been experiencing the same phenomenon with a decrease munication objectives.” Serious games use entertainment to of 16.6% over the last four years in students studying com- pursue different learning objectives. For example: “Darfur is puter science. dying” [Dar] tries to raise public awareness; “Tactical Lan- guage & Culture” [Tac] aims to teach foreign languages and In order to find a solution to this problem, we bet on se- cultures; “America’s Army” [Ame] tries to recruit young rious games. Since the first boom in video games in the people for the US Army. Serious games should be created 1980s, the gaming industry has held an important place in according to the needs and expectations of different sectors, the world market. According to the Entertainment Software and within the available resources (physical and financial) Association figures [Ent09], in 2008 the market of U.S. com- for their implementation. puter and video games amounted to $11.5 billion. This has overwhelmed the U.S. movie market [Num] ($10 billion in 2008). Students currently in universities were born in the 1.1. Related work video games era. Thus, those games are as much a part of Learning programming is the basis of computer science their culture as TV, movies or books. We think that the use training and an important topic in many scientific courses. of video games technologies in a serious game context to However, programming fundamentals are hard to learn, es- practice programming could be a solution to attract and re- pecially for novices. Several approaches exist to motivate submitted to COMPUTER GRAPHICS Forum (8/2010). The definitive version is available at diglib.eg.org and www.blackwell-synergy.com. 2 M. Muratet & P. Torguet & F. Viallet & J.P. Jessel / Experimental feedback on Prog&Play students. For example, Stevenson and Wagner [SW06] ana- 1.2. Overview lyse assignments from textbooks and historical usage to look for students’ problems and propose a “good programming Our approach consists in reusing existing games as the ba- assignment” in computer science. These exercises could be sis of a serious game and making it compatible with a ma- completed by using block-based graphical languages like ximum of teaching contexts. There are many open source Scratch [MBK∗04], StarLogo [KY05] or Alice2 [KCC∗02]. video game projects available on the Internet. We think that Indeed, these novice-programming environments allow stu- reusing them offers advantages in playing and robustness. dents to forget syntax and directly experiment with program- In order to build our serious game, we used an open source ming. real-time strategy game. Building an efficient tool for a spe- cific teaching course is interesting, and it can often be reused Another approach uses video games in order to hook the in other contexts. Our approach consists in working on a se- player and bring him/her into programming. Two uses have rious game compatible with different students, teachers and been experimented: implementing new video games and institutions. This serious game is called Prog&Play and is playing video games. For example, Chen and Cheng [CC07] introduced in section2. asked students to implement in C++, through a collaborative The evaluation of this type of tools in real contexts is a project, a small-to-medium scale interactive computer game complex task mainly because of the large number of un- in one semester, using a game framework. Gestwicki and controllable parameters. An iterative evaluation is proposed Sun [GS08] based a case study on EEClone. This game is an (section3) and results are presented in the context of several arcade-style computer game implemented in Java: students experimentations. analyse various design patterns within EEClone, and from this experiment, learn how to apply design patterns in their own game software. Leutenegger and Edgington [LE07] used a “Game First” approach to teach introductory pro- 2. Prog&Play gramming. These authors believe that game programming motivates most new students. They have used 2D game de- We consider Prog&Play as a serious game dedicated to pro- velopment as a unifying theme. gramming practice. Prog&Play is based on an open source real-time strategy (RTS) game called Kernel Panic [Ker]. Another solution is to let students learn when they play Kernel Panic uses computer science metaphors, like bits and a game. Wireless Intelligent agent Simulation Environment pointers, as units (i.e. graphical objects which are controlled (WISE) [CHYH04] combines activities from virtual and by the player). It is a simplified RTS with the following physical versions of the Wumpus World game. It enables features: there is no resource management except for time physically distributed agents to play an interactive game and space; all units are free to create; it has a small techno- and provides a dynamic learning environment that can en- logy improvement tree with fewer than ten units; and it uses hance a number of computer science courses: it can be used low-end vectorial graphics which match the universe. Owing as a medium to demonstrate techniques in lectures; during to these characteristics, differences between two players are classes, students can carry out practical work that tests, ex- about strategies and tactics used (and not about knowledge pands, or modifies the simulator. The Wumpus World game of units features and relative advantages). Thus, the game is can be played cooperatively or competitively. action-oriented while always remaining user friendly. Kernel Panic takes place inside a computer where play- Robocode [Roba] is a Java programming game, where the ers command one of the three available factions: “Systems”, goal is to develop a robot battle tank to fight against other “Hackers” and “Networks”. Each of them offers units, like tanks programmed by other players. It is designed to help Bits, Bytes and Assemblers for the System side, Virus, Bugs people learn Java programming. The robot battles are run- and Worms for the Hacker side and Ports, Firewalls and ning in real time and on-screen. It is suitable for all kinds Packets for the Network side. Figure1 shows the hierarchy of programmers from beginners (simple robot behaviour can of unit development for System factions. The Kernel (which be written in just a few minutes) to experts (perfecting an is the main unit of Systems) can build Bits, Bytes, Poin- AI - Artificial Intelligence - can take months). Other such ters and Assemblers. The latter can build Sockets (which can games are Marvin’s Arena [Mar] using any .NET compati- solely build Bits) and Terminals. ble language, Gun-Tactyx [Gun] using SMALL and Robot Battle [Robb] using a specific script language. Starting with Kernel Panic, we designed an applicative programming interface that enables students to interact with Colobot [Col] is the only example we know of a com- the game through programming (subsection 2.1). The func- plete video game which mixes interactivity, storytelling and tional architecture of this library is detailed in subsection 2.2.
Recommended publications
  • 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
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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).
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Programming in Game Space: How to Represent Parallel Programming Concepts in an Educational Game
    Programming in Game Space: How to Represent Parallel Programming Concepts in an Educational Game Jichen Zhu Katelyn Alderfer Anushay Furqan [email protected] [email protected] [email protected] Drexel University Drexel University Drexel University Philadelphia, USA Philadelphia, USA Philadelphia, USA Jessica Nebolsky Bruce Char Brian Smith [email protected] [email protected] [email protected] Drexel University Drexel University Drexel University Philadelphia, USA Philadelphia, USA Philadelphia, USA Jennifer Villareale Santiago Ontañón [email protected] [email protected] Drexel University Drexel University Philadelphia, USA Philadelphia, USA ABSTRACT for programmers to make [2, 3, 17]. The foundation of sequential Concurrent and parallel programming (CPP) skills are increasingly programming, where most people receive their first exposure to important in today’s world of parallel hardware. However, the con- programming, lies in its deterministic behavior: A given set of in- ceptual leap from deterministic sequential programming to CPP is puts to a program should produce the same actions and results. By notoriously challenging to make. Our educational game Parallel is contrast, concurrent and parallel programming (CPP) involves non- designed to support the learning of CPP core concepts through a deterministic behaviors since it is impossible to predict the order in game-based learning approach, focusing on the connection between which different threads or processes will execute their tasks. This gameplay and CPP. Through a 10-week user study (n 25) in an issue makes it considerably more challenging to guarantee that a undergraduate concurrent programming course, the first empirical program will correctly perform its expected operations, requiring study for a CPP educational game, our results show that Parallel systematic thinking skills in non-deterministic environments.
    [Show full text]
  • 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.
    [Show full text]
  • 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).
    [Show full text]
  • 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].
    [Show full text]
  • 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.
    [Show full text]