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A games first approach to teaching introductory programming

Published: 07 March 2007 Publication History

Abstract

In this paper we argue for using a "Game First" approach to teaching introductory programming. We believe that concerns over whether an OO approach or a procedural approach should be used first are secondary to the course assignment and example content. If examples are not compelling, student interest often lags thus making the OO versus procedural argument moot. We believe that game programming motivates most new programmers. Compelling assignments mean that students are far more likely to learn because they are interested, and the visual component allows students to see mistakes in their code as manifested in the resultant graphics. We describe our experiences after redesigning and offering a new introductory computer science sequence using 2D game development as a unifying theme. We teach fundamental programming concepts via two dimensional game development in Flash and ActionScript during the first quarter, transition to C++ to solidify concepts and add pointers during the second quarter, then teach a multi-phase project based game approach using C++ and openGL (2D graphics only) during the third quarter. Our surveys show that this approach improved student understanding of all seven basic topics examined.

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Published In

cover image ACM SIGCSE Bulletin
ACM SIGCSE Bulletin  Volume 39, Issue 1
March 2007
581 pages
ISSN:0097-8418
DOI:10.1145/1227504
Issue’s Table of Contents
  • cover image ACM Conferences
    SIGCSE '07: Proceedings of the 38th SIGCSE technical symposium on Computer science education
    March 2007
    634 pages
    ISBN:1595933611
    DOI:10.1145/1227310
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: 07 March 2007
Published in SIGCSE Volume 39, Issue 1

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Author Tags

  1. CS1
  2. computer science education
  3. game development
  4. game programming
  5. introductory programming

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  • (2023)Protobject as a tool for teaching computational thinking to designers: student perceptions on usabilityProceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter10.1145/3605390.3605401(1-8)Online publication date: 20-Sep-2023
  • (2021)A Real-world Approach to Motivate Students on the First Class of a Computer Science CourseACM Transactions on Computing Education10.1145/344598221:3(1-23)Online publication date: 10-May-2021
  • (2021)Teaching highly mixed-ability CS1 classes: A proposed approachEducation and Information Technologies10.1007/s10639-021-10546-8Online publication date: 2-Jul-2021
  • (2021)Motivating Computer Science Students in Lower-Division Undergraduate CurriculumITNG 2021 18th International Conference on Information Technology-New Generations10.1007/978-3-030-70416-2_37(291-296)Online publication date: 17-Feb-2021
  • (2020)Tools and Techniques for Teaching Computer Programming: A ReviewJournal of Educational Technology Systems10.1177/004723952092697149:2(170-198)Online publication date: 27-May-2020
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  • (2018)Measuring students' attitudes toward information technologyJournal of Computing Sciences in Colleges10.5555/3199572.319958633:4(101-102)Online publication date: 1-Apr-2018
  • (2018)A multilingual and comparative approach to teaching introductory computer programmingJournal of Computing Sciences in Colleges10.5555/3199572.319957333:4(4-12)Online publication date: 1-Apr-2018
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