223,985 research outputs found

    Educational Games for Learning Programming Languages

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    A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions

    Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

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    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. ^ The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student\u27s basic knowledge given to them from the exercises. Data was gathered on the students\u27 subjective experiences with the class. This data and the class\u27s overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development.Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process

    Multi-Game Code-Duel for Learning Programming Languages

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    Software developers compose computer instructions following the rules defined in programming languages for the purpose of automatic information processing. However, different programming languages have different syntax and semantic rules, and support different programming paradigms and design patterns. Learning a programming language needs many efforts and much practicing in order to master the rules and apply the patterns. Leaning multiple programming languages at the same time, of course, needs more efforts. In this work we develop the concept of multi-game and an e-learning platform called "Multi-Game Platform for Code-Duels" for learning multiple programming languages easily and efficiently. A multi-game is a video game, which consists of several mini-games. Dividing a big game into mini-games reduces the development efforts and implementation complexity. "Builders" is a multi-game developed in our platform consisting of three mini-games. Each mini-game can be solved by implementing a program by learners using different languages. Using our multi-game platform, each mini-game of Builders can be developed easily and played independently of the other mini-games. Finally, a user evaluation over our multi-game platform is performed, where users rate our multi-game approach and platform for learning programming languages very positively

    A game-based approach to the teaching of object-oriented programming languages

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    Students often have difficulties when trying to understand the concepts of object-oriented programming (OOP). This paper presents a contribution to the teaching of OOP languages through a game-oriented approach based on the interaction with tangible user interfaces (TUIs). The use of a specific type of commercial distributed TUI (Sifteo cubes), in which several small physical devices have sensing, wireless communication and user-directed output capabilities, is applied to the teaching of the C# programming language, since the operation of these devices can be controlled by user programs written in C#. For our experiment, we selected a sample of students with a sufficient knowledge about procedural programming, which was divided into two groups: The first one had a standard introductory C# course, whereas the second one had an experimental C# course that included, in addition to the contents of the previous one, two demonstration programs that illustrated some OOP basic concepts using the TUI features. Finally, both groups completed two tests: a multiple-choice exam for evaluating the acquisition of basic OOP concepts and a C# programming exercise. The analysis of the results from the tests indicates that the group of students that attended the course including the TUI demos showed a higher interest level (i.e. they felt more motivated) during the course exposition than the one that attended the standard introductory C# course. Furthermore, the students from the experimental group achieved an overall better mark. Therefore, we can conclude that the technological contribution of Sifteo cubes – used as a distributed TUI by which OOP basic concepts are represented in a tangible and a visible way – to the teaching of the C# language has a positive influence on the learning of this language and such basic concepts

    Promoting Computer Science with Video Games: Teaching Object-Oriented Programming through Unity

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    In recent years, the demand for people educated in computer science has continued to grow as the possible applications of software expand. For this reason, it is important to not only offer young adults the ability to learn computer science, but also to intrigue them with interesting and engaging applications of computer science. Organizations, such as the CollegeBoard and Exploring Computer Science, have been working to make computer science education more available and desirable to younger audiences. This project contributes to these goals by creating and implementing a curriculum for teaching object-oriented programming to high school students through video game programming. Students were taught how to use a third-party game engine called Unity to create complex 3D games. The curriculum was designed to provide students with a basic understanding of the tools and concepts they needed to make a game, and provided students with several hours of learning time to create their own games. This course was taught at San Luis Obispo High School to a group of 20 students. A survey was taken by 14 of the 20 students before and after the course. This survey revealed that half of the students who did not understand objects in programming before the course did understand objects after the course. The survey also showed that many students were able to learn C#, an object oriented programming language, during the course. Lastly, most of the students ended the course with a completed project that could be added to a portfolio

    Advancing sCool - Game Type Research and Development

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    The proposed project, sCool, is an adaptive game-based learning experience designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement, usability, and comprehension. The newly developed game experience for acquiring object-oriented programming skills is divided into two parts: concept learning and practical challenge. The concept learning part teaches students theoretical lessons of programming through fun gameplay. The practical challenge part allows students to practice programming by completing tasks. This project presents several new game types for both the concept learning and practical challenge parts. The development of these game types spreads across two phases. The first phase introduces two new game types and focuses on extending sCool to support learning object-oriented programming and improve student’s learning comprehension. The second phase builds off of the first phase, introducing another new game type to improve the object-oriented programming learning experience and the game’s overall usability and engagement. During the first phase, three experiments were conducted in a classroom setting with a computer science teacher. Conducting a study involving a total of 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts. During the second phase, a single experiment was held remotely among a wide group of people, and the participants were self-guided by an instruction document and the sCool application. Conducting a study with 25 participants, we are able to show a significant improvement in the game’s usability and engagement. For future works, further evaluations in-classroom and over a longer course will be useful in assessing the new game type’s effectiveness in teaching object oriented programming. Furthermore, the game should be expanded to support learning more complex concepts in object oriented programming

    The impact of gamification on students learning engagement

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    Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group

    Proceedings of the CUNY Games Conference 4.0: The Interactive Course

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    Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College. Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, & Story - Course Review Through Games - Business & Finance Games - Game Design and Programming in Unity - What’s Your Game Plan? - The Allure of Play in the Classroo
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