skip to main content
research-article

A simple framework for interactive games in CS1

Published:04 March 2009Publication History
Skip Abstract Section

Abstract

Computer games are widely used in programming assignments to motivate students. Traditionally, these have been text-based games such as hangman, but as Java has become widespread, the use of graphics and graphical games has increased correspondingly. We report on a framework used as scaffolding to help students understand how to design and implement a variety of interactive games. We share our experiences using this framework for assignments over a number of years.

References

  1. C. Alphonce and P. Ventura. Using graphics to support the teaching of fundamental object-oriented principles in CS1. In OOPSLA '03: Companion of the 18th annual ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications, pages 156--161, New York, NY, USA, 2003. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. J. D. Bayliss and S. Strout. Games as a "flavor" of CS1. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 500--504, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. B. W. Becker. Teaching CS1 with karel the robot in java. In SIGCSE '01: Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education, pages 50--54, New York, NY, USA, 2001. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. K. Becker. Teaching with games: the minesweeper and asteroids experience. J. Comput. Small Coll., 17(2):23--33, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. M. Ben-Ari. Constructivism in computer science education. J. Comput. Math. Sci. Teach., 20(1):45--73, 2001. Google ScholarGoogle Scholar
  6. A. T. Chamillard. Introductory game creation: no programming required. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 515--519, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. S. Cooper, W. Dann, and R. Pausch. Alice: a 3-d tool for introductory programming concepts. In CCSC '00: Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges, pages 107--116, USA, 2000. Consortium for Computing Sciences in Colleges. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. A. Decker, S. Haydanek, and C. Egert. When objects collide: abstractions over common physics problems for capstone projects in cs1. J. Comput. Small Coll., 21(2):12--18, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. M. S. El--Nasr and B. K. Smith. Learning through game modding. Comput. Entertain., 4(1):7, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. J. M. D. Hill, C. K. Ray, J. R. S. Blair, and J. Curtis A. Carver. Puzzles and games: addressing different learning styles in teaching operating systems concepts. In SIGCSE '03: Proceedings of the 34th SIGCSE technical symposium on Computer science education, pages 182--186, New York, NY, USA, 2003. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. B. Ladd and E. Harcourt. Student competitions and bots in an introductory programming course. J. Comput. Small Coll., 20(5):274--284, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. L. Layman, L. Williams, and K. Slaten. Note to self: make assignments meaningful. In SIGCSE '07: Proceedings of the 38th SIGCSE technical symposium on Computer science education, pages 459--463, New York, NY, USA, 2007. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. S. Leutenegger and J. Edgington. A games first approach to teaching introductory programming. SIGCSE Bull., 39(1):115--118, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. S. T. Leutenegger. A CS1 to CS2 bridge class using 2D game programming. J. Comput. Small Coll., 21(5):76--83, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. M. C. Lewis and B. Massingill. Graphical game development in CS2: a flexible infrastructure for a semester long project. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 505--509, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. R. Lister. Teaching java first: experiments with a pigs-early pedagogy. In ACE '04: Proceedings of the sixth conference on Australasian computing education, pages 177--183, Darlinghurst, Australia, Australia, 2004. Australian Computer Society, Inc. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. I. Parberry, M. B. Kazemzadeh, and T. Roden. The art and science of game programming. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 510--514, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. R. Rajaravivarma. A games-based approach for teaching the introductory programming course. SIGCSE Bull., 37(4):98--102, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. J. M. Ross. Guiding students through programming puzzles: value and examples of java game assignments. SIGCSE Bull., 34(4):94--98, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. D. W. Valentine. Playing around in the CS curriculum: reversi as a teaching tool. J. Comput. Small Coll., 20(5):214--222, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. H. M. Walker. Do computer games have a role in the computing classroom? SIGCSE Bull., 35(4):18--20, 2003. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. A simple framework for interactive games in CS1

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    • Published in

      cover image ACM SIGCSE Bulletin
      ACM SIGCSE Bulletin  Volume 41, Issue 1
      SIGCSE '09
      March 2009
      553 pages
      ISSN:0097-8418
      DOI:10.1145/1539024
      Issue’s Table of Contents
      • cover image ACM Conferences
        SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education
        March 2009
        612 pages
        ISBN:9781605581835
        DOI:10.1145/1508865

      Copyright © 2009 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 4 March 2009

      Check for updates

      Qualifiers

      • research-article

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader