Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3626253.3635551acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
poster

Learning Software Engineering Principles with Program Wars v.3.0

Published: 15 March 2024 Publication History

Abstract

Program Wars is a web-based card game for teaching fundamental concepts of programming and cybersecurity. We propose Program Wars v.3.0, an extension to Program Wars v.2.0, to explore the effectiveness of teaching fundamental software engineering concepts using GBL.
In Program Wars v.3.0, a player constructs card decks to complete three 'sprints' based on the specific requirements for the sprint. After playing a fixed number of turns, in which the player builds a pseudo-program, the player's program is tested for requirement completion and either a new sprint begins with additional requirements or the game ends.
Program Warsv.3.0 differs from prior work by allowing the user to learn and practice software engineering principles in an engaging manner and within a shorter time frame than traditional methods.

References

[1]
[n. d.]. Program Wars. https://program-wars.firebaseapp.com/. [Accessed Oct 13, 2023].
[2]
[n. d.]. Scrum Card Game. https://www.tastycupcakes.org/2016/06/scrum-card-game/. [Online; accessed Oct, 13, 2023].
[3]
John Anvik, Vincent Cote, and Jace Riehl. 2019. Program Wars: A Card Game for Learning Programming and Cybersecurity Concepts. In 50th ACM Technical Symposium on Computer Science Education (Minneapolis, MN, USA) (SIGCSE '19). 393--399. https://doi.org/10.1145/3287324.3287496
[4]
Alex Baker, Emily Oh Navarro, and André van der Hoek. 2005. An experimental card game for teaching software engineering processes. J. Syst. Software 75, 1 (2005), 3--16. https://doi.org/10.1016/j.jss.2004.02.033
[5]
Kohl Bromwich, Masood Masoodian, and Bill Rogers. 2012. Crossing the Game Threshold: A System for Teaching Basic Programming Constructs. In 13th Int. Conf. NZ Chapter ACM's SIG on HCI (Dunedin, New Zealand) (CHINZ '12). 56--63. https://doi.org/10.1145/2379256.2379266
[6]
Alejandro Calderón, Mercedes Ruiz, and Elena Orta. 2017. Integrating Serious Games as Learning Resources in a Software Project Management Course: The Case of ProDec. In 2017 IEEE/ACM 1st Int.Workshop on SE Curricula for Millennials (SECM). 21--27. https://doi.org/10.1109/SECM.2017.3
[7]
João M. Fernandes and Sónia M. Sousa. 2010. PlayScrum - A Card Game to Learn the Scrum Agile Method. In 2nd Int. Conf. on Games and VirtualWorlds for Serious Applications. 52--59. https://doi.org/10.1109/VS-GAMES.2010.24
[8]
G. Bente J. S. Breuer. 2010. Why so serious? On the Relation of Serious Games and Learning. Eludamos, Journal for Computer Game Culture 4, 1 (2010), 7--24.
[9]
Jacqueline E. Maloney, Molly Stewart Lawlor, Kimberly A. Schonert-Reichl, and Jenna Whitehead. 2016. A Mindfulness-Based Social and Emotional Learning Curriculum for School-Aged Children: The MindUP Program. Springer New York, 313--334. https://doi.org/10.1007/978--1--4939--3506--2_20
[10]
Michael A. Miljanovic and Jeremy S. Bradbury. 2017. RoboBUG: A Serious Game for Learning Debugging Techniques. In 2017 ACM Conf. on Int. Computing Education Research (ICER '17). 93--100. https://doi.org/10.1145/3105726.3106173
[11]
Mikki H. Phan, Jo R. Jardina, Sloane Hoyle, and Barbara S. Chaparro. 2012. Examining the Role of Gender in Video Game Usage, Preference, and Behavior. Proc. of the Human Factors and Ergonomics Society Annual Meeting 56, 1 (2012), 1496--1500. https://doi.org/10.1177/1071181312561297
[12]
Guillermo Rodriguez, Álvaro Soria, and Marcelo Campo. 2015. Virtual Scrum: A teaching aid to introduce undergraduate software engineering students to scrum. Comput. Appl. Eng. Educ. 23, 1 (2015), 147--156. https://doi.org/10.1002/cae.21588
[13]
Md. Hasan Tareque. 2021. Updating a Web-based Card Game to Teach Programming, Cybersecurity and Software Development Life Cycle Concepts. Master's thesis. University of Lethbridge.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2
March 2024
2007 pages
ISBN:9798400704246
DOI:10.1145/3626253
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.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 March 2024

Check for updates

Author Tags

  1. card game
  2. game-based learning
  3. iterative software development methodology
  4. software development lifecycle

Qualifiers

  • Poster

Funding Sources

Conference

SIGCSE 2024
Sponsor:

Acceptance Rates

Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

Upcoming Conference

SIGCSE Virtual 2024
1st ACM Virtual Global Computing Education Conference
December 5 - 8, 2024
Virtual Event , NC , USA

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 44
    Total Downloads
  • Downloads (Last 12 months)44
  • Downloads (Last 6 weeks)3
Reflects downloads up to 22 Nov 2024

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media