By Topic

Game-Themed Programming Assignment Modules: A Pathway for Gradual Integration of Gaming Context Into Existing Introductory Programming Courses

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

6 Author(s)
Kelvin Sung ; Departments of Computing and Software Systems, Interdisciplinary Arts and Sciences, Education, and with the Teaching and Learning Center, University of Washington, Bothell ; Cinnamon Hillyard ; Robin Lynn Angotti ; Michael W. Panitz
more authors

Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed programming assignment (GTA) modules are designed specifically for these faculty members. The GTA modules are independent, and each is a self-contained game-like programming assignment that challenges students on concepts pertaining to a specific curriculum topic area. A faculty member can selectively pick and choose a subset of GTA modules to experiment with and gradually adopt the materials in his or her own classes. Each GTA module also includes a step-by-step tutorial guide that supports and encourages interested faculty to develop their own expertise and game-themed materials. This paper begins with a survey of previous results. Based on this survey, the paper summarizes the important considerations when designing materials for selective adoption. The paper then describes the design, implementation, and assessment of the GTA modules. The results from ongoing GTA workshops for CS1/2 faculty members and from a yearlong project in adopting the GTA modules in classes are then presented. In this case, the collected results verified that introductory programming concepts can be examined, practiced, and learned by means of GTA modules when neither the faculty nor the students involved have backgrounds in graphics or games. More importantly, these results demonstrated that it is straightforward to blend the GTA modules into existing classes with minimum alterations. In these ways, the GTA modules are excellent catalysts enabling faculty to begin exploring and developing their own expertise and materials to teach with games.

Published in:

IEEE Transactions on Education  (Volume:54 ,  Issue: 3 )