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Inclusive computer science education using a ready-made computer game framework

Published: 25 June 2007 Publication History

Abstract

Leveraging the prevailing interest in computer games among college students, both for entertainment and as a possible career path, is a major reason for the increasing prevalence of computer game design courses in computer science curricula. Because implementing a computer game requires strong programming skills, game design courses are most often restricted to more advanced computer science students, yet real game design involves a diverse and creative team. This paper reports on a ready-made game design and experimentation framework, implemented in Java, which makes game programming more widely accessible. This framework, called Labyrinth, enables students at all programming skill levels to participate in computer game design. We describe the architecture of the framework, and discuss programming projects suitable for a wide variety of computer science courses, from capstone to non-major.

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GameDev.net, online resource for computer game developers. Web site accessed at: http://www.gamedev.net, Aug. 2005.
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Gamelet toolkit, downloadable game development software at: http://java.internet.com/gamelet, 2005.
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M. Gumhold and M. Weber. Motivating CS students with game programming. 6th International Conference on New Educational Environments (ICNEE), Neuchatel, Switzerland. 2004.
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R. M. Jones. Design and implementation of computer games: a captone course for undergraduate computer science education. SIGCSE Technical Symposium on Computer Science Education, pp. 260--264. ACM Press, 2000.
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S. Jones. Let the game begin-gaming technology and entertainment among college students. 2003. Retrieved Aug. 2005 from http://www.pewinternet.org.
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I. Parberry, T. Roden and M. B. Kazemzadeh. Experience with an industry-driven capstone course on game programming. ACM SIGCSE Bulletin, 37(1):91--95, 2005.
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Published In

cover image ACM Conferences
ITiCSE '07: Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
June 2007
386 pages
ISBN:9781595936103
DOI:10.1145/1268784
  • cover image ACM SIGCSE Bulletin
    ACM SIGCSE Bulletin  Volume 39, Issue 3
    Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education (ITiCSE'07)
    September 2007
    366 pages
    ISSN:0097-8418
    DOI:10.1145/1269900
    Issue’s Table of Contents
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]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 June 2007

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Author Tags

  1. artificial intelligence
  2. computer graphics
  3. computer science education
  4. game programming
  5. user interface design

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ITiCSE07
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ITiCSE '07 Paper Acceptance Rate 62 of 210 submissions, 30%;
Overall Acceptance Rate 552 of 1,613 submissions, 34%

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June 27 - July 2, 2025
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  • (2024)An evaluation of game-based computer science course designs: The example of minecrafteduEducation and Information Technologies10.1007/s10639-023-11996-y29:4(4843-4883)Online publication date: 1-Mar-2024
  • (2015)Using Unity to Teach Game DevelopmentProceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education10.1145/2729094.2742591(75-80)Online publication date: 22-Jun-2015
  • (2015)The wear out effect of a game-based student response systemComputers & Education10.1016/j.compedu.2014.11.00482:C(217-227)Online publication date: 1-Mar-2015
  • (2013)Growing a computer science program with a focus on game developmentProceeding of the 44th ACM technical symposium on Computer science education10.1145/2445196.2445362(555-560)Online publication date: 6-Mar-2013
  • (2011)Using game development to teach software architectureInternational Journal of Computer Games Technology10.1155/2011/9208732011(4-4)Online publication date: 1-Jan-2011
  • (2011)Extensive Evaluation of Using a Game Project in a Software Architecture CourseACM Transactions on Computing Education10.1145/1921607.192161211:1(1-28)Online publication date: 1-Feb-2011
  • (2009)An application of a game development framework in higher educationInternational Journal of Computer Games Technology10.1155/2009/6932672009(1-12)Online publication date: 1-Jan-2009
  • (2008)Using Greenfoot and games to teach rising 9th and 10th grade novice programmersProceedings of the 2008 ACM SIGGRAPH symposium on Video games10.1145/1401843.1401853(55-59)Online publication date: 9-Aug-2008
  • (2023)An evaluation of game-based computer science course designs: The example of minecrafteduEducation and Information Technologies10.1007/s10639-023-11996-y29:4(4843-4883)Online publication date: 11-Jul-2023
  • (2011)A survey of computer science capstone course literatureComputer Science Education10.1080/08993408.2011.60611821:3(201-267)Online publication date: Sep-2011

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