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abstract

Learn CS1/2 by Playing and Building Commercial Grade Casual Games (Abstract Only)

Published: 17 February 2016 Publication History

Abstract

Designed specifically for instructors of university or high school Introductory Java Programming Classes (CS1/2) with no background in videogames or computer graphics, and based on our original casual game designs, this workshop will: (1) lead participants through structured gameplay sessions; (2) analyze how game mechanics contribute to player engagement; (3) map core game logic and mechanics to programming constructs taught in CS1/2 classes (e.g., conditionals, loops); (4) guide participants to develop simplified versions of these games based on our custom APIs and using CS1/2 programming constructs; (5) present sample teaching materials based on the games that are being used in our own classrooms, including: lecture materials, hands-on worksheets, and programming assignments; and (6) discuss our experiences using the materials, including what worked and what to avoid. Our games are innovative twists on popular casual genres (e.g., a Breakout variant using the z-plane, and a Zuma variant with user-movable paths) and we're currently enhancing the educational versions for commercial release. We've developed custom APIs for our games that are readily accessible to new programmers based on the successful Game-Themed CS1/2 project. Participants of this workshop will gain the confidence to build similar games, examine approaches to developing teaching materials based on the games and APIs, and understand the challenges inherent to this approach. Students will have the unique opportunity to play with commercial-quality game demos while using CS1/2 concepts to build games that are fun and appropriate for all ages.

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  1. Learn CS1/2 by Playing and Building Commercial Grade Casual Games (Abstract Only)

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    Information & Contributors

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    Published In

    cover image ACM Conferences
    SIGCSE '16: Proceedings of the 47th ACM Technical Symposium on Computing Science Education
    February 2016
    768 pages
    ISBN:9781450336857
    DOI:10.1145/2839509
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 17 February 2016

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    Author Tags

    1. assignment design
    2. casual games
    3. computer science education
    4. cs1/2

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    • Abstract

    Funding Sources

    • National Science Foundation
    • Google CS Engagement Award
    • Microsoft Research Connection

    Conference

    SIGCSE '16
    Sponsor:

    Acceptance Rates

    SIGCSE '16 Paper Acceptance Rate 105 of 297 submissions, 35%;
    Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

    Upcoming Conference

    SIGCSE TS 2025
    The 56th ACM Technical Symposium on Computer Science Education
    February 26 - March 1, 2025
    Pittsburgh , PA , USA

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