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Software visualisation through video games

Published: 01 October 2012 Publication History

Abstract

A educational computer game, Conveyor, was designed and developed as part of an investigation into the use of games to teach software development at a tertiary level. The puzzle game requires players to sort random input objects of particular shapes and colours into the correct outputs by programming the solution. An integrated analytics system collects data about how players engage with the game, such as the time taken and number of reattempts at each level. The game was tested on a group of 39 electrical engineering and game design students, many of whom had not programmed before. 80% of participants completed all 9 levels of the game. The minimum average time for a level was around 20 seconds with an average of 2 attempts, whilst the most difficult level took an average of 7 minutes over 3 attempts to complete. These results indicate that the game provided a good, but not overwhelming, challenge for the desired audience. A survey was used to collect qualitative feedback from the audience. The game was judged to be both fun and rewarding, but is too instructive and the user interface was deemed confusing. Further work conducted includes a simple test before and after the game is played, to judge the effect of the game on students' understanding.

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Cited By

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  • (2020)The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature reviewComputer Applications in Engineering Education10.1002/cae.2230428:5(1327-1354)Online publication date: 18-Jul-2020
  • (2016)HASKEU: An editor to support visual and textual programming in tandem2016 SAI Computing Conference (SAI)10.1109/SAI.2016.7556071(805-814)Online publication date: Jul-2016

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cover image ACM Other conferences
SAICSIT '12: Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
October 2012
402 pages
ISBN:9781450313087
DOI:10.1145/2389836
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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  • UNISA: UNIVERSITY OF SOUTH AFRICA
  • Microsoft: Microsoft
  • Pearson: Pearson Education
  • Masterskill

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 October 2012

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Author Tags

  1. computer games
  2. educational games
  3. game design
  4. software education
  5. software visualisation

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SAICSIT '12
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  • UNISA
  • Microsoft
  • Pearson

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Overall Acceptance Rate 187 of 439 submissions, 43%

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Cited By

View all
  • (2020)The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature reviewComputer Applications in Engineering Education10.1002/cae.2230428:5(1327-1354)Online publication date: 18-Jul-2020
  • (2016)HASKEU: An editor to support visual and textual programming in tandem2016 SAI Computing Conference (SAI)10.1109/SAI.2016.7556071(805-814)Online publication date: Jul-2016

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