107 results on '"Game programming"'
Search Results
2. Creative Use of OpenAI in Education: Case Studies from Game Development.
- Author
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French, Fiona, Levi, David, Maczo, Csaba, Simonaityte, Aiste, Triantafyllidis, Stefanos, and Varda, Gergo
- Subjects
ARTIFICIAL intelligence ,STUDENT interests ,CRITICAL thinking ,CHATGPT ,SCHOOL year ,CONCEPT mapping - Abstract
Educators and students have shown significant interest in the potential for generative artificial intelligence (AI) technologies to support student learning outcomes, for example, by offering personalized experiences, 24 h conversational assistance, text editing and help with problem-solving. We review contemporary perspectives on the value of AI as a tool in an educational context and describe our recent research with undergraduate students, discussing why and how we integrated OpenAI tools ChatGPT and Dall-E into the curriculum during the 2022–2023 academic year. A small cohort of games programming students in the School of Computing and Digital Media at London Metropolitan University was given a research and development assignment that explicitly required them to engage with OpenAI. They were tasked with evaluating OpenAI tools in the context of game development, demonstrating a working solution and reporting on their findings. We present five case studies that showcase some of the outputs from the students and we discuss their work. This mode of assessment was both productive and popular, mapping to students' interests and helping to refine their skills in programming, problem-solving, critical reflection and exploratory design. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. Techy Tennis-- A Game beyond Reality.
- Author
-
Zaveri, Ayesha Anees, Shehmir, Sarama, Faisal, Nabiha, Nazar, Mobeen, Imtiaz, Saba, and Parveen, Misbah
- Subjects
AUGMENTED reality ,TENNIS ,VIDEO games ,GAMES ,VIDEO surveillance - Abstract
The concept is to create a game based on augmented reality and use object tracking as the primary function for recognizing objects using a camera. The key goal is to design an atmosphere that not only satisfies a person's desire to play video games but also lowers their stress levels in a manner that is both cost-effective and makes less use of flashy devices and cutting-edge technology. The environment produced in this way will use a camera that can identify objects and carry out a series of activities that have been preset according to their function, [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
4. Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses
- Author
-
Yeni Nurhasanah, Yuyun Khairunisa, and Deni Kuswoyo
- Subjects
Development Research ,Game Programming ,Independent ,Learning Module ,Education (General) ,L7-991 ,Theory and practice of education ,LB5-3640 - Abstract
Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
- Published
- 2022
- Full Text
- View/download PDF
5. Creating complex mazes quickly: Solution path first.
- Author
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Turan, Metin and Pekyürek, Emircan
- Subjects
- *
MAZE tests , *MAZE puzzles , *CORPORATE meetings - Abstract
A maze is a structure of passageways interconnected in a complex way, so that it presents at least one path to reach the designated end starting from a predefined location. A new approach is proposed in this algorithm. First of all a solution path is carved on the opposite edges of the board in order to meet maze definition. Later, walls are built up on the even lines (or odd lines) and some parts of these lines randomly break off. Finally passages are constructed randomly between broken even lines. This technique opens new era to produce different versions of it for maze construction. The algorithm is applied to a 100 × 100 board and evaluation compared with the well-known maze algorithms. Its prominent features are being more speedy (3.5 second) to construct and more complicated (10.32% dead ends) to solve. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
6. A framework for tailorable games: toward inclusive end-user development of inclusive games.
- Author
-
Garcia, Franco Eusébio and de Almeida Neris, Vânia Paula
- Subjects
PEOPLE with drug addiction ,SOFTWARE architecture ,HUMAN-computer interaction ,JIGSAW puzzles ,GAMES - Abstract
One strategy toward universalizing play is enabling more people to develop their own games. In this paper, our efforts toward a framework for inclusive creation of inclusive games are discussed. The hypothesis is that if end-users used creation tools suitable to their interaction needs and followed a collaborative work model to iteratively improve accessibility features to be inserted into a software architecture able to modify human-computer interaction at use-time, then they would be able to create games satisfying heterogeneous interaction needs of possible players. To verify the hypothesis, the architecture, the collaborative work model, and a game creation platform (Lepi) were designed to support game creation and play activities. Abilities were focused to provide opportunities for contributions based on skills, interests, and knowledge of people. The framework was evaluated over ten meetings spanning four months by people with alcohol and drug addiction from a public healthcare service. With the framework, participants were able to create their own games despite their different interaction needs (including low literacy, no previous contact with computers, emotional disabilities). By following the collaborative work model, they enabled people with different interaction needs than their own to play their games. Hence, with the framework, opportunities were provided to enable people with different interaction needs to contribute, create, and play. Game creation became a jigsaw puzzle, on which each piece (contribution) allowed people to create and play according to their abilities and skills. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
7. An Action Research Study on the Development of Object-Oriented Programming Course.
- Author
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Yildirim, Osman Gazi and Ozdener, Nesrin
- Subjects
ACTION research ,COMPUTER programming ,SEMI-structured interviews ,VOCATIONAL education - Abstract
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the action research, data were collected for the definition and solution of the problem through questionnaires and semistructured interviews. After this step, an action plan was created, and the Object-Oriented Programming course was redesigned as part of the action plan. In line with the objectives of the action plan, The Karting Microgame Template, a game prototype prepared by Unity 3D, was integrated into the course, and students were expected to add various game components (bonus collection system, a scoring system, collision mechanisms, etc.) to this game prototype using C# programming language. After the action plan creation phase, an action plan was implemented. The implementation phase was conducted in the 2019-2020 spring semester with 29 post-secondary students enrolling in Computer Technology Department at a vocational college in Turkey. After the implementation phase, data were collected through the Object-Oriented Programming achievement test, student and researcher diaries, and focus group interviews on measuring this implementation's effectiveness. This paper describes the difficulties encountered during the study, the students' views on this implementation, and the researchers' experiences in this process. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
8. Computer Science Outreach Workshop and Interest Development: A Longitudinal Study
- Author
-
Antti Jussi LAKANEN and Ville ISOMÖTTÖNEN
- Subjects
interest development ,outreach ,novice programming ,game programming ,Special aspects of education ,LC8-6691 - Abstract
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address; 31.5% responded the survey (n = 197). This data was then combined with pre-workshop survey data, and analyzed with mixed methods. Positive development of interest was discovered for 57% of the respondents, of which nearly all attributed their interest increase to the workshop at least partly (92%). Qualitative inspection revealed that the workshop provided three anchors that facilitated students' reengagement with programming and development of interest: disciplinary content, a concrete artifact built by students themselves, and tools. Neutral development and interest regress were also discovered, though the impact of the workshop on these interest trajectories remains unclear.
- Published
- 2018
- Full Text
- View/download PDF
9. PyDiophantus maze game: Play it to learn mathematics or implement it to learn game programming in Python.
- Author
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Koupritzioti, Dimitra and Xinogalos, Stelios
- Subjects
EDUCATIONAL games ,COMPUTER game programming ,PYTHON programming language ,MATHEMATICS education ,STEM education - Abstract
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing games has been proposed as an effective alternative to the traditional instructor-centered approach to teaching programming. Towards this direction the study presented in this article aims to investigate whether it is feasible to learn programming concepts, as well as game programming concepts, through implementing a game in Python. More specifically, the study presented has the following goals: firstly, to review and comparatively analyze existing game engines and libraries that can be used by novice programmers for implementing simple games in Python; secondly, to investigate whether it is feasible to implement a simple but yet meaningful game that can be used as a prototype for learning programming concepts and game programming concepts in Python. In order to reach the second goal a serious game was implemented as a case study, using the free and open source Python library of pygame that based on the aforementioned comparative analysis is appropriate for novices. The PyDiophantus Maze game that was implemented can be used for teaching and learning game programming in Python, but also for learning mathematics. The article concludes with proposals for utilizing the game in mathematics and (game) programming education, as well as plans for further research. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
10. Development of Interactive Digital Learning Multimedia Applications as Independent Learning Module in 2-Dimensional Game Programming Courses
- Author
-
null Yeni Nurhasanah, Yuyun Khairunisa, and Deni Kuswoyo
- Subjects
Game Programming ,Learning multimedia Application ,Learning Module ,General Medicine ,Development Research ,Independent - Abstract
Learning activities at the Creative Media State Polytechnic after the pandemic period, especially in the design department of the game technology study program, were held in blended learning. Blended learning is the right choice of learning because it needs adaptation from lecturers and students, where previously learning was held fully online, now it is held online and offline. Blended learning activities can be very effective and efficient in their implementation if the learning process is well prepared. One of the learning activities carried out is independent learning activities. Therefore, this study aims to produce a learning application that can be used as an independent learning module so that students can learn without being assisted by anyone just by using this independent learning module. The approach taken is the ADDIE development method. The ADDIE development model consists of five stages, namely analysis, design, development, implementation, and evaluation. Expert response to this learning application is a crucial thing to do. This application is evaluated by an expert with a background in graphic design, learning media, and communication. The independent learning module application was successfully developed and implemented in semester 3 of the 2-dimensional game programming course.
- Published
- 2022
- Full Text
- View/download PDF
11. Positive Experiences with an Online Introductory Course in Computer Game Development.
- Author
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Roden, Timothy E.
- Subjects
- *
VIDEO games , *COMPUTER science education , *UNDERGRADUATE programs , *CURRICULUM , *EDUCATIONAL planning , *ONLINE education , *EDUCATION , *CONFERENCES & conventions - Abstract
A one-semester introductory undergraduate course in computer game development is described. The course has been taught for one year in online format. Before that the course was taught using a traditional face-to-face format for five years. The course has been part of a very successful curriculum in computer game development introduced at two universities. In an effort to reach more students it was decided the traditional face-to-face computer game development program should be converted into online courses. There were significant challenges in converting the introductory course material into online format. Despite fears the online course would not be as compelling as the original course, enrollment has grown. Part of the success of the course in the new format has been due to taking advantage of a variety of modes of teaching not available in the traditional setting. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
12. Learning Programming Concepts Through Maze Game in Scratch.
- Author
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Ternik, Žan, Koron, Anja, Koron, Tine, and Šerbec, Irena Nančovska
- Subjects
COMPUTER programming education ,COMPUTER game programming ,COMPUTER scientists ,ADULT education workshops ,SCHOOL children - Abstract
Computational thinking, according to Wing, is a fundamental skill for everyone, not just for computer scientists. In the last decade, computer scientists and teachers stress that it is important to engage students in developing computational thinking at early age. It is strongly anchored in problem-solving paradigm of learning and could be supported by different activities, e.g., workshop on making maze games in Scratch. In the paper we analyse the projects developed by primary school students during the constructionist workshop. We were interested in how the students understand computational concepts, as a dimension of computational thinking, reflected in their projects. We analyse the computational thinking concepts in the projects in accordance with Brennan and Resnick suggestions and in the context of neo-Piagetian theory of cognitive development according to Lister and Teague. Projects reflect the understanding and use of following concepts: sequences, loops, parallelism, events, conditionals, operators and data. All of the students, no matter what the background knowledge they had, were at the end of the workshop able to understand and use sequences, loops, events and conditionals. Students who had background knowledge in Scratch were also able to include in their project parallelism and variables (data). We quantitatively assessed projects with the tool Dr. Scratch and checked the presence of the previously mentioned concepts. The results of our research will not be helpful only for understanding the development of student's computational thinking but they can also help scholars who use Scratch in process of learning in optional elective course Computer Science in the second three-year cycle of Slovenian primary schools. It was confirmed that the problem-based learning is suitable for students with different background knowledge. At the same time the topic of maze-game in Scratch holds the students' engagement and attention. [ABSTRACT FROM AUTHOR]
- Published
- 2017
13. Teaching Mixed Reality Using Video Tutorials.
- Author
-
Majgaard, Gunver
- Subjects
COMPUTER game programming ,MIXED reality ,VIDEO game development ,VIDEO games in education - Abstract
What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality (MR)? The paper reports on the first experiences of teaching third-semester engineering students design of MR using online step-by-step programming video tutorials. MR covers in this case both Augmented and Virtual Reality. Until recently, most of the instructional support for the software and game development came from paper tutorials. YouTube's rapid growth in popularity and easy to use programs for video production makes video tutorials a promising alternative to paper tutorials. It is often hard to find up-to-date thoroughly-worked-through textbooks on new and emerging topics such as MR. This motivated me to use existing video tutorials as teaching materials in the course titled Mixed Reality. The learning approach was inspired by the concepts of communities of practice and constructionist learning ideas. The imitating and copying of step-by-step programming video tutorials was a part of becoming a member of virtual community around game programming. In addition, the coding and problem-solving experiences were discussed in the classroom. The constructionist part was where the students made revisions and experiments by adding, combining and testing new coding elements to what they have already done in the tutorials. The students developed applications using the game engine Unity and tested the applications using android smartphones. Extending the applications based on the tutorials facilitated deeper learning for the students. For example, when they applied or recycled code components in new program contexts they developed a better and deeper understanding of the code. Surprisingly, comprehensive, polished and worked-through tutorials promoted minor changes in the developed applications. Whereas, less polished and less professional tutorials made the students become more creative and diverse in development of extended applications. The use of video tutorials in teaching of emerging technologies such as programming of MR prototypes is increasing. It is important to reflect on the learning potentials of both MR and video tutorials and to develop new appropriate teaching strategies to fit new types of learning materials. [ABSTRACT FROM AUTHOR]
- Published
- 2017
14. Computer Science Outreach Workshop and Interest Development: A Longitudinal Study.
- Author
-
LAKANEN, Antti Jussi and ISOMÖTTÖNEN, Ville
- Subjects
COMPUTER science ,ADULT education workshops ,COMPUTER game programming ,OUTREACH programs ,STUDENT activities ,INTEREST (Psychology) ,STUDENT engagement - Abstract
This longitudinal study investigates the impact of an extra-curricular programming workshop in student interest development in computer science. The workshop was targeted at 12-18-year old youngsters. A survey was sent to all previous participants with a known home address, 31.5% responded the survey (n = 197). This data was then combined with pre-workshop survey data, and analyzed with mixed methods. Positive development of interest was discovered for 57% of the respondents, of which nearly all attributed their interest increase to the workshop at least partly (92%). Qualitative inspection revealed that the workshop provided three anchors that facilitated students' reengagement with programming and development of interest: disciplinary content, a concrete artifact built by students themselves, and tools. Neutral development and interest regress were also discovered, though the impact of the workshop on these interest trajectories remains unclear. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
15. Enhancing Software Engineering Education with Game Design and Development.
- Author
-
MCCALLUM, SIMON, MISHRA, DEEPTI, and NOWOSTAWSKI, MARIUSZ
- Subjects
SOFTWARE engineering education ,JOB vacancies ,CURRICULUM ,COMPUTER game programming ,SELF-determination theory - Abstract
The benefits of integrating game development in software engineering education are multifold. It keeps the students interested, engaged and motivated during the courses and can potentially open a range of employment opportunities for students who would like to pursue a career in the game industry. The present study reports the design and delivery of four game related courses in Bachelor in Programming. A "red thread" of game courses are used to motivate the software engineering material, while a software engineering approach was used for regular addition of new courses and updating existing courses. As the authors were involved in teaching across all levels, they were able to retain an overview of the curriculum as a whole while implementing these improvements. Integration of new courses and new content requires testing and constant evaluation. The motivation for the assignments and the assessment of the courses are discussed in relation to development and Self-Determination Theory. The courses are reviewed for their contribution against both the SWEBOK knowledge areas and the IGDA curriculum framework. Further, lessons learnt about using games to teach software engineering to improve education are included. [ABSTRACT FROM AUTHOR]
- Published
- 2018
16. A GAME BASED APPROACH TO TEACHING COMPUTER PROGRAMMING TO GENERATION Z STUDENTS.
- Author
-
Ivanova, Slavina
- Subjects
- *
COMPUTER programming , *TECHNOLOGICAL innovations , *INFORMATION & communication technologies , *INFORMATION technology , *GAME theory - Abstract
During the past several years the demand for computer science graduates is at its peak. Still, the computer science majors have the highest dropout rates and a skills gap is observed when it comes to recruiting qualified employees into businesses' workforce. The paper investigates whether the reasons lay in the lack of keeping the curriculum current or the discrepancy between the traditional learning methods and the learning preferences of the students of the current generation Z. A game based approach involving mobile game development is introduced as a possible solution. [ABSTRACT FROM AUTHOR]
- Published
- 2016
17. Teachers' Experiences Using KODU as a Teaching Tool.
- Author
-
Nygård, Ståle, Kolås, Line, and Sigurdardottir, Helga
- Subjects
SOCIAL reality ,EDUCATIONAL games ,SIMULATION methods in education ,DIGITAL technology ,CLASSROOM activities - Abstract
Digital games have become a part of the cultural and social reality in the Western world today, largely shaping the lives of those who have open access to them, children and young people in particular. In recent years digital games have been gathering acknowledgement as teaching facilitating tools and resources. This means that games are increasingly being applied in educational situations and within various educational contexts, which again requires that teachers not only understand both the potential and the limitations of digital game based learning - but also the fundamental coding logic that is the bases for all digital gaming, as well as numerous other things in our daily lives. In February 2013, 3 University Colleges in Norway started a cooperation project, creating a new University college course, titled "Game-based learning" (n. "Spillbasert læring"). The goal was to prepare teachers at different levels of the education system to employ digital games in their various forms, as learning tools. Programming is an important part of game-based learning and in this project the Microsoft programming tool Kodu Game Lab was utilized. The course was first tested out at The Nord-Trøndelag University College (HiNT) in the autumn semester of 2013. This paper analyses the reflections of the teachers who participated in the first digital game-based learning course on how they experienced the employment of the Kodu coding tool in the classroom. Inspired by domestication theory and engagement theory, this paper presents the experiences of the teachers when they got to learn to teach basic coding skills to their pupils. We identify several themes that came up in their reflections, such as first impressions, reflections about digital natives and digital immigrants, the concepts of learning to use versus using to learn, the status of the teacher, prejudice, attitude change and IT-challenges. [ABSTRACT FROM AUTHOR]
- Published
- 2015
18. The final spell. 3D RPG video game demo design and art implementation supported by agile practices
- Author
-
Cantos Roselló, Cristian, Díaz García, Diego José, and Universitat Jaume I. Departament d'Enginyeria de Sistemes Industrials i Disseny
- Subjects
game programming ,Bachelor's Degree in Video Game Design and Development ,Grado en Diseño y Desarrollo de Videojuegos ,agile practices ,ComputingMilieux_PERSONALCOMPUTING ,game art ,game design ,Grau en Disseny i Desenvolupament de Videojocs ,game development - Abstract
This document describes the whole process of making a 3D video game demo for the Final degree project in Design and development of video games, especially the artistic section of the video game. The artistic section consists of the design of the game art for a medieval fantasy RPG video game. The different parts of the art of The Final spell are: 3D models, user interface, particle systems, shaders and improving the visual quality of the game. The game engine used in The Final Spell is the Unity 3D engine. In addition, Unity offers several tools to improve the visual quality that were used throughout the project.
- Published
- 2021
19. The final Spell. 3D RPG video game demo design and development supported by agile practices final bachelor's degree project
- Author
-
Gómez Ruiz, David, Díaz García, Diego José, and Universitat Jaume I. Departament d'Enginyeria de Sistemes Industrials i Disseny
- Subjects
game programming ,Bachelor's Degree in Video Game Design and Development ,Grado en Diseño y Desarrollo de Videojuegos ,agile practices ,ComputingMilieux_PERSONALCOMPUTING ,game art ,game design ,Grau en Disseny i Desenvolupament de Videojocs ,game development - Abstract
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2020/2021 This document describes the process of developing the demo of a 3D RPG video game called “The Final Spell” for the Bachelor’s Thesis in the Bachelor's Degree in Video Game Design and Development, including the design, implementation, art, music and teamwork required for the creation of said demo. Specifically, this document emphasizes the development from a programming view, explaining the implementation of the different mechanics of an RPG, such as the main character movement and spells, the interactions with NPCs - dialogues, quests… -, the interactions with the environment and a save system. The game has been developed using Unity Engine and coded in C#.
- Published
- 2021
20. An INSPIRED game programming academy for high school students.
- Author
-
Doerschuk, Peggy, Liu, Jiangjiang, and Mann, Judith
- Abstract
The demand for computing professionals is growing, but the number of college freshmen selecting computing majors has declined in recent years. Many organizations host academies that attempt to engage students in computing at an early age by exposing them to fun applications. Lamar University's Increasing Student Participation in Computing Program has developed a high school computing academy that uses game programming as an engaging hands-on approach to teach kids computing concepts. The game programming platform is freely downloaded and so is easily accessible to teachers and students. A formal assessment of the 2011 academy found that the high school participants experienced a significant increase in knowledge and interest in computing. This paper describes how the academy is organized, taught and assessed. The paper also has pointers to a website from which the instructional and assessment materials for the academy can be freely downloaded. The intent of the paper is to provide all of the information that is needed for others to host such academies and further promote the effort to increase participation in computing. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
21. Agile Methods in Game Programming based on Scrum
- Author
-
Yaşar Becerikli and Şahin Mercan
- Subjects
Scrum ,Product (business) ,Process (engineering) ,Computer science ,business.industry ,Game programming ,General Engineering ,business ,Software engineering ,Computer Science, Theory And Methods ,Agile software development ,agile methods,game programming process,game project management,scrum ,Bilgisayar Bilimleri, Teori ve Metotlar - Abstract
Game programming requirements, which is one of the problems of game programming in recent times, is constantly changing. Therefore, the process we are conducting while programming the game does not keep up with this change leads to the failure of the product we develop or the result of higher costs. Therefore, the use of agile programming, which brings a more dynamic and modern solution to changing environment conditions, is increasing day by day and the project teams are transitioning to these processes. In this thesis, firstly historical development, content, rules and methods of Agile methods are presented with literature researches. In the next section, Grumpy Ball is applied by using Scrum method which is agile programming method. Since the agile methods provide dynamic solutions, an end date cannot be determined Therefore, the aim of this article is to determine the exact date of a game application using agile method. For this reason, our project is divided into specific parts and the last periods given to these parts were compared according to certain criteria. In the light of the results, determinations were made.
- Published
- 2019
22. The Road towards Friendly, Classroom-Centered Interactive Digital Contents Authoring
- Author
-
Andrea Valente, Emanuela Marchetti, Chang, Maiga, So, Hyo-Jeong, Wong, Lung-Hsiang, Shih, Ju-Ling, and Yu, Fu-Yun
- Subjects
Primary school ,Game design ,learning ,tangible metaphors ,game programming, primary school, learning, tangible metaphors ,Game programming - Abstract
In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface. In this paper, we argue for the need of new kinds of visual, digital game authoring tools. The main goal for this project is to reconceptualization the programming of interactive digital contents, to minimize the coding aspects, and focus instead on the creative and design-like parts, leveraging on a tangible metaphor, so to empower teachers and pupils to create digital interactive content, expanding the creative affordances offered by digital games. The resulting tool is called Stick&Click, it is based on findings from our past research, and it targets the pedagogical practice of editing games that is currently common in Danish primary schools. The study is organized according to the research through design approach, and centers around user needs and experience. We discuss our explorations of the computational model behind Stick&Click, requirements and design principles, and alternative ways to visualize its user interface.
- Published
- 2019
23. Developing Computational Thinking Skills in Adolescents With Autism Spectrum Disorder Through Digital Game Programming
- Author
-
Roberto Munoz, Fabián Riquelme, Thiago Barcelos, Patricia Bustos-Valenzuela, Angeles Quezada, and Rodolfo Villarroel
- Subjects
General Computer Science ,Special needs ,Context (language use) ,autism spectrum disorder ,02 engineering and technology ,Interpersonal relationship ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,ComputingMilieux_COMPUTERSANDEDUCATION ,General Materials Science ,neurodiversity ,Game programming ,Computational thinking ,05 social sciences ,General Engineering ,Cognitive flexibility ,050301 education ,medicine.disease ,Autism spectrum disorder ,Autism ,Game design workshop ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,Psychology ,0503 education ,lcsh:TK1-9971 ,Cognitive psychology - Abstract
In the last years, many didactic activities have been proposed to develop Computational Thinking (CT) skills in children and adolescents. Among these activities, the digital game programming stands out as a promising alternative considering that it is related to a familiar and motivating context for students. These initiatives are not specifically aimed at individuals with special needs such as the autism spectrum disorder (ASD). Children and adolescents with ASD usually have some limitations related to communication, cognitive flexibility, and interpersonal relationships. However, it seems natural that the skills potentially developed through game programming activities are especially beneficial for the public with ASD. In this paper, we describe the offering and evaluation of a Game Building Workshop adapted to adolescents with this condition. The guidelines used to define the workshop activities are described. An assessment based on the classroom observation and analysis of produced artifacts indicate that the participants acquired CT skills related to programming at a high level. In addition, the collaborative nature of the activities offered a stimulating and welcoming environment for individuals with ASD.
- Published
- 2018
24. Practices of advanced programming: Tradition versus innovation.
- Author
-
Fernández Leiva, Antonio J. and Civila Salas, Amparo C.
- Subjects
COMPUTER programming education ,COMPUTATION laboratories ,TEACHERS ,VIDEO games ,LEARNING - Abstract
This paper compares two different approaches for teaching complex programming concepts in lab sessions. The first approach is based on the widely held assumption that the programming knowledge and skills which the student obtains are predominantly acquired from classroom activities undertaken at the instigation of the teacher. This automatically implies that the student must attend a minimum number of lab sessions. The second approach is to motivate student learning via a full-term activity based on the implementation of computer games from scratch. © 2010 Wiley Periodicals, Inc. Comput Appl Eng Educ 21: 237-244, 2013 [ABSTRACT FROM AUTHOR]
- Published
- 2013
- Full Text
- View/download PDF
25. Programming the Story: Interactive Storytelling System.
- Author
-
SeokKyoo Kim, SungHyun Moon, SangYong Han, and Juno Chang
- Subjects
COMPUTER programming ,STORYTELLING ,COMPUTER game programming ,COMPUTER users ,PROGRAMMING languages ,MULTIMEDIA communications ,ANIMATION (Cinematography) - Abstract
A multi-story can be generated by the interactions of users in the interactive storytelling system. In this paper, we suggest narrative structure and corresponding Storytelling Markup Language. Actor, Action, and Constraint are declared and programmed using interactive storytelling system which generates the stories. Generated stories can be transformed to multimedia formats which are texts, images, animations, and others. [ABSTRACT FROM AUTHOR]
- Published
- 2011
26. CIS CURRICULUM WITH AN EMPHASIS ON GAME PROGRAMMING, IS IT PRACTICAL?
- Author
-
Manrique, Pedro, Shibata, Georganne, and Penn Wu
- Subjects
COMPUTER game programming ,INFORMATION services ,EDUCATIONAL technology ,GAMBLING industry ,TECHNOLOGICAL innovations ,CREATIVE ability - Abstract
The authors conduct this study based on a hypothesis that the game industry can benefit from career-oriented CIS curriculums that understand the demanding knowledge and skills of game programming. The objective of this paper is to answer the followingquestions: How do IS (including CIS) curriculums and game programming intersect? Can a CIS curriculum provide graduate with immediate applicable job-related programming skills? However, this is not a project to improve education technology; this is a project that will contribute the nurturing of future game programmers with capability of innovation and creativity. The authors also present preliminary findings of experiments used to test the hypothesis. [ABSTRACT FROM AUTHOR]
- Published
- 2011
27. Game Programming Course - Creative Design and Development.
- Author
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Henno, J. and Jaakkola, H.
- Subjects
TECHNOLOGICAL innovations ,COMPUTER science education ,UNIVERSITIES & colleges ,CURRICULUM ,COMMUNICATION & technology ,EDUCATIONAL planning - Abstract
Rapid developments of the Electronic Entertainment - computer and video games, virtual environments, the "Games 3.0" revolution - influences also courses about Games and Virtual Environments. In the following is discussed the course "Games and Virtual Environments" presented in the fall 2007 term in Tallinn University of Technology; the main emphasis of the course was not on programming technology, but on understanding games as a special form of communication and exploring specific features of this form. [ABSTRACT FROM AUTHOR]
- Published
- 2008
28. Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools
- Author
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Jennifer R. Whitson
- Subjects
Game art design ,Game testing ,050402 sociology ,Sociology and Political Science ,Computer science ,050801 communication & media studies ,ethnography ,game developers ,game development ,platform studies ,0508 media and communications ,Game design ,0504 sociology ,Human–computer interaction ,voodoo software ,Boundary objects ,Game development tool ,Game Developer ,Video game development ,Game design document ,Game programming ,Communication ,05 social sciences ,software studies ,ComputingMilieux_PERSONALCOMPUTING ,Articles ,collaboration ,studio studies - Abstract
This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.
- Published
- 2017
29. SGDDEdu - Model of short game design document for digital educational games
- Author
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Filipe Raulino, Aquiles Medeiros Filgueira Burlamaqui, Akynara Aglaé Rodrigues Santos da Silva Burlamaqui, and Raiane Santos Martins
- Subjects
Multimedia ,Process (engineering) ,Game design document ,Game programming ,Computer science ,Game Design ,BNCC ,SGDD ,ComputingMilieux_PERSONALCOMPUTING ,General Medicine ,computer.software_genre ,Game design ,Categorization ,Educational games ,Digital native ,Relevance (information retrieval) ,Video game design ,computer - Abstract
The use of games in education has become an increasingly present practice in contemporary society. For so-called "digital natives", learning through electronic games becomes more significant. Digital educational games are often seen as boring, non-motivational, that fail to bring in some essential elements that promote engagement, making the learning goal is not achieved either. Game Design is a game project. It describes how the game should be, defining its mechanics and interactions between player and thevirtual world of the game and how they can affect the game environment. In order to document the design of a game, there is the Game Design Document (GDD), whose one of the main objectives, besides registration, is to help in communication between the different production teams of a game, allowing the game designer a broad view of that is being produced. However, because it is a large document that brings in detail all the main elements for the production of a game, it turns out to be little used, especially if the focus is the elaboration of small games, which are the majority of the digital educational games that exist. For these short games, which can often be worked out within a few hours, there are Short Game Design Document (SGDD). The SGDD, unlike GDD, will describe the elements of the game in a simplified way possible, whereas the game to be drawn from it is also a simple game. Thus, the proposal of this work is to elaborate a model of SGDD for educational games (the SGDDEdu), specifying elements of art, sound, mechanics and game programming, as well as educational elements in accordance with the new BNCC (National Curricular Common Base) of Elementary School, so that there is a standardization and better categorization of educational games aligned with the proposed pedagogical objectives and the skills and competences described in each level of education. This work will be developed from the study and analysis of some models of already existing SGDD and the BNCC of Elementary School in general, causing in SGDDEdu. The research will be applied with teachers and educators requesting that they specify an educational game in the SGDDEdu template. With this, we intend to verify if the SGDDEdu has relevance and if it facilitates in the production of digital educational games, providing the teaching and learning process through the games, as well as trying to identify how the NCCB can contribute in the development of educational games
- Published
- 2019
30. Identifying Pathways to Computer Science : The Long-Term Impact of Short-Term Game Programming Outreach Interventions
- Author
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Antti-Jussi Lakanen and Tommi Kärkkäinen
- Subjects
General Computer Science ,Higher education ,kiinnostus ,media_common.quotation_subject ,Psychological intervention ,tietojenkäsittelytieteet ,Education ,peliohjelmointi ,Intervention (counseling) ,Perception ,ComputingMilieux_COMPUTERSANDEDUCATION ,media_common ,ta113 ,Medical education ,Game programming ,Event (computing) ,business.industry ,Computational thinking ,interest development ,long-term impact ,Outreach ,game programming ,koulutus ,computer science education ,business ,K–12 - Abstract
Short-term outreach interventions are conducted to raise young students’ awareness of the computer science (CS) field. Typically, these interventions are targeted at K–12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the discipline of computing, nurturing creative computational thinking through problem solving and game programming. To assess the long-term impact of this campaign, the participants were contacted and interviewed two to five years after they had attended an outreach event. We studied how participating in the outreach program affected the students’ perceptions of CS as a field and, more importantly, how it affected their educational choices. We found that the outreach program generally had a positive effect on the students’ educational choices. The most prominent finding was that students who already possessed a “maintained situational interest” in CS found that the event strengthened their confidence in studying CS. However, many students were not affected by attending the program, but their perceptions of CS did change. Our results emphasize the need to provide continuing possibilities for interested students to experiment with computing-related activities and hence maintain their emerging individual interests.
- Published
- 2019
31. Rota do Tropeiro: a cultural entertainment game for Android platform
- Author
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Rafael Rieder and Estevan Strapazzon Ruschel
- Subjects
Engineering ,Game mechanics ,Multimedia ,Video game development ,Unity ,business.industry ,Game design document ,Game programming ,ComputingMilieux_PERSONALCOMPUTING ,General Medicine ,computer.software_genre ,lcsh:QA75.5-76.95 ,culture ,mobile devices ,Game design ,Android ,endless runner ,game ,Game development tool ,lcsh:Electronic computers. Computer science ,business ,Game Developer ,Video game design ,computer - Abstract
This paper presents a cultural entertainment game entitled “Rota do Tropeiro”. The aim of our article is to briefly present well-known tools that can be integrated and used by beginners to develop games with quality and optimized performance, especially for the Android platform. The document describes our game prototype, showing techniques and methodologies applied and highlighting new challenges. As a result, we produced a mobile game for end-users, and creative stuffs like animations, geometric models and artificial intelligence scripts.
- Published
- 2016
32. A Tool for Introducing Computer Science with Automatic Formative Assessment
- Author
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María Cecilia Martínez, Fernando Schapachnik, and Luciana Benotti
- Subjects
Computer science ,media_common.quotation_subject ,Computer Science Education ,Student engagement ,02 engineering and technology ,computer.software_genre ,Chatbot ,Education ,Formative assessment ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Conversation ,media_common ,K-12 Education ,Automatic Formative Assessment ,Game programming ,Multimethodology ,05 social sciences ,General Engineering ,050301 education ,Animation ,Computer Science Applications ,Ciencias de la Computación ,Ciencias de la Computación e Información ,Interactive Learning Environments ,0503 education ,computer ,Natural language ,CIENCIAS NATURALES Y EXACTAS - Abstract
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While programming their chatbots, students use fundamental CS constructs such as variables, conditionals, and finite state automata, among others. Chatbot uses pattern matching, state of the art lemmatization techniques, and finite state automata in order to provide automatic formative assessment to the students. When an error is found, the formative feedback generated is immediate and task-level. We evaluated Chatbot in two observational studies. An online nation-wide competition where more than 10,000 students participated. And, a mandatory in-class 15-lesson pilot course in three high schools. We measured indicators of student engagement (task completion, participation, self reported interest, etc.) and found that girls' engagement with Chatbot was higher than boys' for most indicators. Also, in the online competition, the task completion rate for the students that decided to use Chatbot was five times higher than for the students that chose to use the renowned animation and game programming tool Alice. Our results suggest that the availability of automatic formative assessment may have an impact on task completion and other engagement indicators among high school students. Fil: Benotti, Luciana. Universidad Nacional de Córdoba. Facultad de Matemática, Astronomía y Física; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina Fil: Martinez, Maria Cecilia. Universidad Nacional de Córdoba. Facultad de Filosofía y Humanidades. Escuela de Cs. de la Educacion; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Humanidades. Universidad Nacional de Córdoba. Instituto de Humanidades; Argentina Fil: Schapachnik, Fernando. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina
- Published
- 2018
33. Comparing loops misconceptions in block-based and text-based programming languages at the K-12 level
- Author
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Monika Mladenović, Ana Anko, and Ivica Boljat
- Subjects
Programming language ,Game programming ,Computer science ,Learning to program ,Teaching method ,05 social sciences ,050301 education ,02 engineering and technology ,Library and Information Sciences ,Python (programming language) ,computer.software_genre ,Education ,programming ,misconceptions ,loop ,block-based programming languages ,text-based programming languages ,K-12 ,Scratch ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Programming paradigm ,ComputingMilieux_COMPUTERSANDEDUCATION ,0503 education ,computer ,Curriculum ,Visual programming language ,computer.programming_language - Abstract
Novice programmers are facing many difficulties while learning to program. Most studies about misconceptions in programming are conducted at the undergraduate level, yet there is a lack of studies at the elementary school (K-12) level, reasonably because computer science neither programming are regularly still not the part of elementary school curricula's. Are the misconceptions about loops at elementary school level equal to those at the undergraduate level? Can we "prevent" the misconceptions by using the different pedagogical approach, visual programming language and shifting the programming context toward game programming? In this paper, we tried to answer these questions. We conducted the student misconceptions research on one of the fundamental programming concepts --- the loop. The research is conducted in the classroom settings among 207 elementary school students. Students were learning to program in three programming languages: Scratch, Logo and Python. In this paper, we present the results of this research.
- Published
- 2018
34. Performance Analysis of Game Engines on Mobile and Fixed Devices
- Author
-
Gwendal Simon, Philippe Bertin, Adlen Ksentini, Farouk Messaoudi, Dependability Interoperability and perfOrmance aNalYsiS Of networkS (DIONYSOS), Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-RÉSEAUX, TÉLÉCOMMUNICATION ET SERVICES (IRISA-D2), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT), Eurecom [Sophia Antipolis], Département Systèmes Réseaux, Cybersécurité et Droit du numérique (IMT Atlantique - SRCD), IMT Atlantique (IMT Atlantique), Orange Labs [Cesson-Sévigné], Orange Labs, Université de Bretagne Sud (UBS)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National de Recherche en Informatique et en Automatique (Inria)-École normale supérieure - Rennes (ENS Rennes)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-CentraleSupélec-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Bretagne Sud (UBS)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-École normale supérieure - Rennes (ENS Rennes)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes 1 (UR1), IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique), Institut Mines-Télécom [Paris] (IMT)-Institut Mines-Télécom [Paris] (IMT)-Université de Rennes 1 (UR1), and Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-IMT Atlantique Bretagne-Pays de la Loire (IMT Atlantique)
- Subjects
Video game development ,Computer Networks and Communications ,business.industry ,Computer science ,Game programming ,Cloud gaming ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,Cloud computing ,02 engineering and technology ,Game design ,Hardware and Architecture ,Server ,0202 electrical engineering, electronic engineering, information engineering ,Computation offloading ,020201 artificial intelligence & image processing ,[INFO]Computer Science [cs] ,business ,Game Developer ,Computer network - Abstract
International audience; Mobile gaming is an emerging concept wherein gamers are using mobile devices, like smartphones and tablets, to play best-seller games. Compared to dedicated gaming boxes or PCs, these devices still fall short of executing newly complex 3D video games with a rich immersion. Three novel solutions, relying on cloud computing infrastructure, namely, computation offloading, cloud gaming, and client-server architecture, will represent the next generation of game engine architecture aiming at improving the gaming experience. The basis of these aforementioned solutions is the distribution of the game code over different devices (including set-top boxes, PCs, and servers). In order to know how the game code should be distributed, advanced knowledge of game engines is required. By consequence, dissecting and analyzing game engine performances will surely help to better understand how to move in these new directions (i.e., distribute game code), which is so far missing in the literature. Aiming at filling this gap, we propose in this article to analyze and evaluate one of the famous engines in the market, that is, “Unity 3D.” We begin by detailing the architecture and the game logic of game engines. Then, we propose a test-bed to evaluate the CPU and GPU consumption per frame and per module for nine representative games on three platforms, namely, a stand-alone computer, embedded systems, and web players. Based on the obtained results and observations, we build a valued graph of each module, composing the Unity 3D architecture, which reflects the internal flow and CPU consumption. Finally, we made a comparison in terms of CPU consumption between these architectures.
- Published
- 2017
35. Keep it simple : Lowering the Barrier for Authoring Serious Games
- Author
-
Roland Klemke, Peter Van Rosmalen, Stefaan Ternier, Wim Westera, RS-Research Line Technology Enhanced Learning Innovations for teaching and learning (TELI) (part of WO program), Department TELI, Welten Institute, RS-Research Line Fostering Effective, Efficient and Enjoyable Learning (FEEEL) (part of WO program), and Department FEEEL
- Subjects
Game mechanics ,Serious games ,Video game development ,Multimedia ,Game programming ,Computer science ,ComputingMilieux_PERSONALCOMPUTING ,General Social Sciences ,authoring ,Openly available tools ,computer.software_genre ,location-based games ,Computer Science Applications ,Game design ,Scripting language ,Human–computer interaction ,ARLearn ,Emergent gameplay ,Game Developer ,Video game design ,Wiki-games ,computer - Abstract
Background. Despite the continuous and abundant growth of the game market the uptake of serious games in education has been limited. Games require complex technologies and are difficult to organise and to embed in the curriculum.Aim. This article explores to what extent game templates and game authoring processes can be designed so that they can easily be adopted and adapted by teachers while only using openly available tools.Method. It discusses the design and first evaluation of two game platforms: ARGUMENT, based on a wiki, and ARLEARN, a toolkit based on openly available Google technologies. ARGUMENT is a text-based game challenging students to take a position on a given topic. ARLEARN offers an explicit mobile and virtual gameplay environment and a defined authoring process to create game scripts.Results. ARGUMENT and ARLEARN have been evaluated in four small-scale studies, where educators designed game scenarios and students played the resulting games.Conclusions. The results indicate that both tools are useful instruments that can be operated by teachers to build games and game-alike educational activities and, additionally, are a valuable step to gain experience with serious games.
- Published
- 2015
36. Tap For Battle: Perancangan Casual Game Pada Smartphone Android
- Author
-
Benard Hadi Prabowo, Marsella Diansari, Glen Iglesias, and Andry Chowanda
- Subjects
Game testing ,Video game development ,Multimedia ,Computer science ,Game design document ,Game programming ,lcsh:T ,General Medicine ,computer.software_genre ,game, game design, android, touch-screen, IMSDD ,lcsh:Technology ,Game design ,lcsh:TA1-2040 ,Game development tool ,Video game design ,Game Developer ,lcsh:Engineering (General). Civil engineering (General) ,computer - Abstract
Smartphones have become a necessity. Almost everyone uses a smartphone in a variety of activities. Both young and old are sure to utilize this technology, for a wide range of activities such as doing the work, doing school work or enjoying entertainment. The purpose of this research is to build a casual-action game with war theme. The game is built for Android smartphone that has multi touch screen capability. The research methods used in this research are data collection and analysis method including user analysis with questionnaire. Furthermore, IMSDD method is implemented for game design and development phase including system requirement analysis, system design, system implementation, finally system evaluation. In this research, we conclude that 83.9% participants enjoyed the game with touch-screen as the game control.
- Published
- 2014
37. Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games
- Author
-
FX Hendra Prasetya and Nuryanti Nuryanti
- Subjects
Non-cooperative game ,Game mechanics ,Multimedia ,Video game development ,Computer science ,Game design document ,Game programming ,ComputingMilieux_PERSONALCOMPUTING ,General Medicine ,computer.software_genre ,lcsh:QA75.5-76.95 ,Game design ,effective, game, mobile ,lcsh:Electronic computers. Computer science ,Video game design ,Game Developer ,computer - Abstract
The development of technology continues to increase. As well as the development of game that pamper the player. But on the other hand,with the increasing development of technology, gamers demand will also be higher as well. As example, technological devices to play games should be more practical, light, and easy to carry anywhere. This paper will discuss about the effectiveness of mobile game for game enthusiasts
- Published
- 2015
38. The RAGE Game Software Components Repository for Supporting Applied Game Development
- Author
-
Paul Hollins, Boyan Bontchev, Alexander Grigorov, Pavel Boytchev, Krassen Stefanov, Kiavash Bahreini, Enkhbold Nyamsuren, Atanas Georgiev, Wim Westera, Rui Prada, Pablo Moreno, Department FEEEL, and Rage project
- Subjects
Game testing ,serious games ,Computer science ,metadata editor ,Asset (computer security) ,lcsh:QA75.5-76.95 ,Education ,World Wide Web ,taxonomy tools ,Artificial Intelligence ,asset repository ,Game development tool ,software assets ,Game Developer ,lcsh:Computer software ,Video game development ,Game programming ,Applied Mathematics ,Principal (computer security) ,Computer Graphics and Computer-Aided Design ,reuse ,Human-Computer Interaction ,lcsh:QA76.75-76.765 ,Component-based software engineering ,lcsh:Electronic computers. Computer science ,lcsh:L ,Software ,lcsh:Education - Abstract
This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.
- Published
- 2017
39. Learning project management skills through game programming
- Author
-
Jerome Martin, Cleo Baras, Remy Chollet, GIPSA - Communication Information and Complex Systems (GIPSA-CICS), Département Images et Signal (GIPSA-DIS), Grenoble Images Parole Signal Automatique (GIPSA-lab ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut Polytechnique de Grenoble - Grenoble Institute of Technology-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut Polytechnique de Grenoble - Grenoble Institute of Technology-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Grenoble Images Parole Signal Automatique (GIPSA-lab ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut Polytechnique de Grenoble - Grenoble Institute of Technology-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut Polytechnique de Grenoble - Grenoble Institute of Technology-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), and Baras, Cléo
- Subjects
Computer science ,business.industry ,Game programming ,4. Education ,05 social sciences ,0211 other engineering and technologies ,02 engineering and technology ,Python (programming language) ,Work experience ,[INFO.INFO-CL]Computer Science [cs]/Computation and Language [cs.CL] ,Engineering management ,Documentation ,Procedural programming ,[INFO.INFO-CL] Computer Science [cs]/Computation and Language [cs.CL] ,021105 building & construction ,0502 economics and business ,Project management ,business ,Work systems ,computer ,Gantt chart ,050203 business & management ,ComputingMilieux_MISCELLANEOUS ,computer.programming_language - Abstract
Engineering training programmes commonly integrate project management skills as a legitimate subject for training competent graduates [7], [5]. Since a few years, this topic has been expanding to lower academic degrees. The challenge is then to combine students’ limited technical competences with management requirements and entrepreneurial skills (work experience, staff planning, feedback and even product promotion).The French institutes of technology (such as Grenoble IUT) provide undergraduate technical degrees in different technical specialities with two-year training programmes. In 2013, the programme of the Network and Telecommunication speciality [4] was modernised in this way to :1)introduce project management aspects with 20 hours of lectured training and 30 hours per student of personal work;2)take into account high-level programming languages and mobile devices (smartphones, tablets, …): 60 hour training must cover the basic algorithmic principles (procedural programming using Python language) but also the operating principles of the applications letting clients query server services.In this paper, we propose to describe the pedagogical approach we adopt to combine these two goals: students work in pairs for 12 weeks and experiment the programming process by developing a game (namely the Battleship) with given technical specifications. This approach offers two major learning points:•gaining skills on programming: students are motivated with a fun basic application [3]. Then they are invited to add gaming options with respect to their abilities and with increasing programming complexity (including graphical interface or network gaming service).•placing students in a professional situation: student work is driven by well-documented functional specifications and demonstrator programs. Specifications split the project development into four stages with fixed deadlines. Students are in charge of work assignment using classical project management tools and professional collaborative work systems (Gantt diagram and Subversion source version control system [1]).The proposed project is detailed based on our three-year teaching experience focusing on the pedagogical progression, the advantages of IT project management tools and the skills learned by students after this first practical experience.
- Published
- 2017
40. Languages of Play: Towards semantic foundations for game interfaces
- Author
-
Matthew A. Hammer and Chris Martens
- Subjects
FOS: Computer and information sciences ,Game mechanics ,Non-cooperative game ,Theoretical computer science ,Computer Science - Programming Languages ,Computer science ,Game programming ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,020207 software engineering ,02 engineering and technology ,0508 media and communications ,Game design ,Human–computer interaction ,Simulations and games in economics education ,0202 electrical engineering, electronic engineering, information engineering ,Game Developer ,Video game design ,Metagaming ,Programming Languages (cs.PL) - Abstract
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description languages) and the "human half" (player modeling) of a game experience, little attention has been paid to the interface between the two, particularly where it concerns the player expressing her intent toward the game. We describe an analytical and computational toolbox based on programming language theory to examine the phenomenon sitting between control schemes and game rules, which we identify as a distinct player intent language for each game.
- Published
- 2017
41. UniRx and Unity 5 : Working with C# and object-oriented reactive programming
- Author
-
Westberg, Johannes
- Subjects
programming patterns ,reactive-functional programming ,game programming ,UniRx ,object-oriented reactive programming ,function composition ,Programvaruteknik ,reactive programming ,Unity 5 ,gameplay programming ,Software Engineering - Abstract
Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. This thesis uses the reactive library UniRx with the game engine Unity 5 to create an FPS with reactive techniques, and discusses the advantages and disadvantages of these. Object-oriented reactive programming is used to combine reactive objects with Unity’s component-based framework without using wrappers for non-reactive objects. The results include static methods for observable user input, patterns when defining game components with reactive content, and communication between game objects through interface components. It can be concluded that reactive programming for game programming enables the programmer to describe and understand game logic in a declarative manner. However, combining UniRx and Unity 5 led to complex patterns. Suggestion for future work is using reactive programming with game engines that allows to design game objects that are fully reactive. Gameplay-programmering är avgörande för utveckling av videospel och har nytta av bra verktyg och tekniker. Dock används tekniker i spelbranschen som kräver att programmeraren beskriver hur datorn utför uppgifter. Reaktiv programmering är ett sätt att beskriva händelserika och föränderliga datorprogram med fokus på vad programmet ska utföra. Denna avhandling använder det reaktiva biblioteket UniRx med spelmotorn Unity 5 för att skapa en FPS med reaktiva tekniker, samt diskuterar fördelarna och nackdelarna med dessa. Objektorienterad reaktiv programmering används för att kombinera reaktiva objekt med Unity’s komponentbaserade ramverk utan att använda wrappers för icke-reaktiva objekt. Resultaten inkluderar statiska metoder för observerbar användarinput, programmeringsmönster för definition av spelkomponenter med reaktivt innehåll och kommunikation mellan spelobjekt via gränssnittskomponenter. Man kan dra slutsatsen att reaktiv programmering för spelprogrammering gör det möjligt för programmeraren att beskriva och förstå spellogik på ett deklarativt sätt. Kombinationen av UniRx och Unity 5 ledde emellertid till komplexa mönster. Förslag till framtida arbete är att använda reaktiv programmering med spelmotorer som gör det möjligt att designa spelobjekt som är helt reaktiva.
- Published
- 2017
42. Developing MOBA games using the Unity game Engine
- Author
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D. Polancec, Igor Mekterović, and Petar Biljanović
- Subjects
010302 applied physics ,Game mechanics ,Video game development ,Multimedia ,Game design document ,Computer science ,Game programming ,ComputingMilieux_PERSONALCOMPUTING ,02 engineering and technology ,Level design ,021001 nanoscience & nanotechnology ,computer.software_genre ,01 natural sciences ,Game design ,0103 physical sciences ,MOBA games ,Unity engine ,0210 nano-technology ,Video game design ,Game Developer ,computer - Abstract
MOBA (Multiplayer Online Battle Arena) games are currently one of the most popular online video game genres. This paper discusses implementation of a typical MOBA game prototype for Windows platform in a popular game engine Unity 5. The focus is put on using the built-in Unity components in a MOBA setting, developing additional behaviours using Unity's Scripting API for C# and integrating third party components such as the networking engine, 3D models, and particle systems created for use with Unity and available through the Unity Asset Store. A brief overview of useful programming design patterns as well as design patterns already used in Unity is given. Various game state synchronization mechanisms available in the chosen networking engine, Photon Unity Networking, and their usage when synchronizing different types of game information over multiple clients are also discussed. The implemented game retains most of the main features of the modern MOBA games such as heroes with different play styles, skills, team versus team competition, resource collection and consumption, varied maps and defensive structures. The paper concludes with comments on Unity 5 as a MOBA game development environment and execution engine.
- Published
- 2017
43. Integrating parson's programming puzzles into a game-based mobile learning application
- Author
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Jarkko Suhonen, Teemu H. Laine, Solomon Sunday Oyelere, and School of Computing, activities
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Computer science ,02 engineering and technology ,Drag and drop ,computer.software_genre ,Code (semiotics) ,Board game ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Selection (linguistics) ,ComputingMilieux_COMPUTERSANDEDUCATION ,Game Developer ,Game-based learning ,Parson’s programming puzzles ,Syntax (programming languages) ,Multimedia ,Mobile learning application ,Game programming ,Mobile learning ,05 social sciences ,Computing education ,050301 education ,Inductive programming ,MobileEdu ,0503 education ,Mobile device ,computer - Abstract
Understanding of elementary programming concepts, logic, and syntax is a vital part of learning to program. Unfortunately, learning programming is found to be difficult and boring, especially for novices. For example, drill type of exercises designed for learning elementary programming can be very tedious, making it hard to motivate learners. This study focused on the development of a mobile application, which integrates puzzle-based Parson’s programming exercises into a strategy board game with the aim of facilitating the teaching and learning of programming. With the mobile application, learners play Ayo, a variant of the famous traditional African strategy board game Mancala. In each round of the game, the learners will solve a Parson’s puzzle, which consist of small programming tasks where students are required to build programs by drag and drop, selection, indenting and ordering code fragments. The proposed solution of integrating the Parson’s puzzles to Ayo game provides a new perspective on how to use mobile devices in programming education. The long-term aim of our work is to create a framework for integrating board games into computing education. The study reported in the article is the first step towards creating the framework., final draft, nonPeerReviewed
- Published
- 2017
44. A game engine plug-in for efficient development of investigation mechanics in serious games
- Author
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Nicola Secco, Ivan Carmosino, Alessandro De Gloria, Riccardo Berta, and Francesco Bellotti
- Subjects
Game mechanics ,Game testing ,Video game development ,Game design document ,Computer science ,Game programming ,05 social sciences ,050301 education ,020207 software engineering ,02 engineering and technology ,Human-Computer Interaction ,Game design ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Game development tool ,Serious games Game development Game engine Plug-in Discovery-learning Format ,Game Developer ,0503 education ,Software - Abstract
Despite their potential, the market for educational serious games (SGs) is still limited, partly because of the high design and production costs. In this paper, we propose a game-engine plug-in for efficient development of a format of investigation in SGs that we designed in order to support discovery-learning in information-rich virtual environments. After describing the framework, the paper presents its application to the development of “Can’s Crime”, a SG teaching industrial production processes. Data from a preliminary pilot have shown that using the new module allows a significant reduction in development time. Moreover, creation of an abstraction level over the game engine allows improving structured content organization, which is in turn expected to enhance maintainability and modularity. We argue that the same approach could be employed to other game formats, especially in the emerging context of developing games as services.
- Published
- 2017
45. From Cards To Digital Games:Closing the loop
- Author
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Emanuela Marchetti and Andrea Valente
- Subjects
Focus (computing) ,Game design ,Theoretical computer science ,Video game development ,Computer science ,Game programming ,ComputingMilieux_PERSONALCOMPUTING ,Tangible metaphors ,Citizen journalism ,02 engineering and technology ,Knowledge transposition ,Card games ,Order (business) ,Human–computer interaction ,020204 information systems ,Participatory design ,0202 electrical engineering, electronic engineering, information engineering ,Learning ,Visual programming language - Abstract
This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design andimplementation, for primary school pupils and their teachers. We propose a scenario where digital game development is mediated by tinkering with paper prototypes similar to board games. We address the problems of making sense and expressing rules of a digital game without programming. Analysis of our latest participatory workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming, and rely instead on a tangible model of gamessupported by a minimalistic domain-specific language.
- Published
- 2017
46. MEnDiGa: A Minimal Engine for Digital Games
- Author
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Filipe M. B. Boaventura and Victor Travassos Sarinho
- Subjects
lcsh:Computer software ,Game mechanics ,Theoretical computer science ,Sequential game ,Article Subject ,Computer science ,Game design document ,Game programming ,05 social sciences ,Combinatorial game theory ,ComputingMilieux_PERSONALCOMPUTING ,050301 education ,050801 communication & media studies ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,0508 media and communications ,Game design ,lcsh:QA76.75-76.765 ,Simulations and games in economics education ,Game development tool ,0503 education ,Software - Abstract
Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.
- Published
- 2017
- Full Text
- View/download PDF
47. Programming as a performance - Live-streaming and its implications for computer science education
- Author
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Lassi Haaranen
- Subjects
Computer science ,Game based learning ,Context (language use) ,02 engineering and technology ,Broadcasting ,computer.software_genre ,Streaming ,Live streaming ,Computer science education ,World Wide Web ,Competition (economics) ,Online communities ,Phenomenon ,0202 electrical engineering, electronic engineering, information engineering ,Game-based learning ,ta113 ,Multimedia ,business.industry ,Game programming ,05 social sciences ,050301 education ,020207 software engineering ,Web service ,business ,0503 education ,computer - Abstract
This article discusses an emerging phenomenon of streaming programming to a live audience who in turn can interact with the streamer. In essence, this means broadcasting the programming environment and typically a web camera feed of the streamer to viewers. Streaming programming bears many similarities with live-streaming playing of video games, which has become extremely popular among gamers over the recent years. In fact, streaming programming often use the same web services as streaming gaming, and the audiences overlap. In this article, we describe this novel approach to programming and situate it in the broader context of computer science education. To gain a deeper insight into this phenomena, we analyzed viewer discussions during a particular programming stream broadcasted during a game programming competition. Finally, we discuss the benefits this approach could offer to computer science education.
- Published
- 2017
48. SOLO TEST OYUNU ÜZERİNDE KUYRUK LİSTESİ İLE BİR PARALEL ÖNCE-DERİNE ARAMA ALGORİTMASI
- Author
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DOĞAN, Muzaffer
- Subjects
Game Programming ,Kuyruk Listesi ,Parallel Depth-First Search ,List of Queues,Parallel Depth-First Search,Game Programming,Peg Solitaire ,Oyun Programlama ,Solo Test ,lcsh:TA1-2040 ,Peg Solitaire ,lcsh:Technology (General) ,lcsh:T1-995 ,List of Queues ,lcsh:Engineering (General). Civil engineering (General) ,Paralel Önce-Derine Arama ,MathematicsofComputing_DISCRETEMATHEMATICS ,Kuyruk Listesi,Paralel Önce-Derine Arama,Oyun Programlama,Solo Test - Abstract
For the Peg Solitaire game, existing computers can easily compute the moves required to obtain the solution board with one peg in a short time by applying the DFS algorithm. In order to shorten the solution time, advantages of parallel processing has been used in this paper. The problems that occur during locking and unlocking while accessing shared resources and processing sibling nodes before child nodes are solved by introducing List of Queues data structure and shorter execution times has been obtained compared to non-parallel DFS solution. English version of the Peg Solitaire game has been used in the experiments, Solo Test oyununda tablada tek taşın kaldığı duruma ulaşmak için takip edilmesi gereken hamleler, DFS algoritmasıyla günümüz bilgisayarlarında kısa sürede bulunabilmektedir. Bu sürenin kısaltılması amacıyla bu makalede paralel işlemenin avantajları kullanılmaya çalışılmıştır. Paralel DFS algoritmalarında karşılaşılan, ortak kaynaklara erişimde kullanılan kilitlerin kapatılıp açılması ve bir düğümün çocuklarının işlenmeden kardeşlerinin işlenmesi durumlarında ortaya çıkan problemler, Kuyruk Listesi adı verilen veri yapısının kullanımı ile aşılmaya çalışılmıştır ve paralel olmayan DFS çözümüne oranla daha kısa sürelerde çözüme ulaşılmıştır. Deneylerde Solo Test oyununun İngiliz versiyonu kullanılmıştır
- Published
- 2014
49. The Game Jam as a format for formal applied game design and development education
- Author
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Harald Warmelink, Micah Hrehovcsik, Marilla Valente, and Academy for Games & Media
- Subjects
Game art design ,Video game development ,Multimedia ,Game programming ,Computer science ,Game design document ,05 social sciences ,050301 education ,020207 software engineering ,02 engineering and technology ,computer.software_genre ,Game design ,0202 electrical engineering, electronic engineering, information engineering ,Mathematics education ,Game development tool ,Video game design ,Game Developer ,0503 education ,computer - Abstract
This paper introduces the design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands. The game jam followed a four-phased structure over the course of four days. Forty-five participants shared their demographics, baseline competency, attitude towards game jams, and learning expectations in a pre-jam questionnaire. In a post-jam questionnaire they assessed their collaboration and learning outcomes. Results are generally positive, although some measures of collaboration constructs were unreliable. Nevertheless, a game jam is in principal a format worthy of introduction into formal game design and development education. Several implications and next steps are discussed.
- Published
- 2016
50. Programming, development and optimization techniques to help the programmer to enhance the code of a game
- Author
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Rodríguez Sánchez., David, Montoliu Colás, Raul, and Universitat Jaume I. Departament d'Enginyeria i Ciència dels Computadors
- Subjects
game programming ,Bachelor's Degree in Video Game Design and Development ,rigging ,Grado en Diseño y Desarrollo de Videojuegos ,Quality Assurance (QA) ,sessions ,Unreal Engine 4 (UE4) ,game components ,Testing & Refactoring ,Artificial Intelligence (IA) ,Artificial Intelligence (AI) ,multiplayer ,Grau en Disseny i Desenvolupament de Videojocs - Abstract
Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2015 This Final Degree Project is based on programming, research and implementation of some techniques that help programmers to optimize their work time and improve the quality of the code in order to make implementations more robust, extensible, easy to understand and which can be adapted to all changes happening in developing a video game. To perform this task, common techniques from other branches of programming will be adapted, such as techniques from web programming or applications, aimed at the development of a full video game project, with all the peculiarities that this has. These techniques can range from test driven development, to several of the best known design patterns. All this will be applied in a practical way in the programming core of a particular game called HIVE, for example, in the game functionality, character’s mechanics, in the development of artificial intelligence and multiplayer system, among many other areas in order to illustrate the utility of these techniques and its benefits for development. This research is motivated to solve one of the problems that appears in the development of some games, it is that a lot of game projects have a strict deadline for the development, and for the game’s life, so it is not a priority the stability and scalability of the code, because games usually have one or two years of life on the market. But, in this moment, there are new online games that can ben replayable for 4 years or more, so, the code needs to be better and easy to maintain for 4 years or more. In sum, development tasks applicable to the context of a specific project called HIVE will be made for this FDP, and also part of the same code can be used in other projects or even in different contexts, like build independent assets for the marketplaces of the game engines.
- Published
- 2016
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