skip to main content
10.1145/1953163.1953296acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

K-12 game programming course concept using textual programming

Published:09 March 2011Publication History

ABSTRACT

Several programming environments have been constructed to facilitate novice programming at K-12 and CS0/CS1 levels. The environments can be roughly divided into those using visual or textual programming. This paper presents a K-12 game programming course concept based on textual programming. The concept is based on an easy-to-use C# library, called Jypeli, built on top of Microsoft XNA Framework. The library tries to maintain advantages of visual programming and avoid challenges of textual programming. In particular, the library helps beginners to program their first games in a short period of time and without a heavy syntactic load. The course concept and an initial evaluation consisting of student feedback and a literature rationale are presented.

References

  1. L. W. Anderson, D. R. Krathwohl, P. W. Airasian, K. A. Cruikshank, R. E. Mayer, P. R. Pintrich, J. Raths, and M. C. Wittrock. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives, Abridged Edition. Allyn & Bacon, second edition, 2000.Google ScholarGoogle Scholar
  2. M. Ben-Ari. Constructivism in computer science education. Journal of Computers in Mathematics and Science Teaching, 20(1):45--73, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. J. Bruner. The act of discovery. Harvard Educational Review, 31(1):21--32, 1961.Google ScholarGoogle Scholar
  4. J. S. Bruner. Early social interaction and language development. In H. R. Schaffer, editor, Studies in Mother-Child Interaction, pages 271--289. Academic Press, London, 1977.Google ScholarGoogle Scholar
  5. W. Dann and S. Cooper. Education: Alice 3: Concrete to abstract. Commun. ACM, 52(8):27--29, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. S. Fincher, S. Cooper, M. Kölling, and J. Maloney. Comparing Alice, Greenfoot & Scratch. In SIGCSE '10: Proceedings of the 41st ACM technical symposium on Computer science education, pages 192--193, New York, NY, USA, 2010. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. R. Garlick and E. C. Cankaya. Using Alice in CS1: A quantitative experiment. In ITiCSE '10: Proceedings of the fifteenth annual conference on Innovation and technology in computer science education, pages 165--168, New York, NY, USA, 2010. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. G. Kacmarcik and S. G. Kacmarcik. Introducing computer programming via gameboy advance homebrew. In SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education, pages 281--285, New York, NY, USA, 2009. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. C. Kelleher and R. Pausch. Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Comput. Surv., 37(2):83--137, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. C. Kelleher and R. Pausch. Using storytelling to motivate programming. Commun. ACM, 50(7):58--64, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. M. Knobelsdorf and R. Romeike. Creativity as a pathway to computer science. SIGCSE Bull., 40(3):286--290, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. M. Kölling and J. Rosenberg. Objects first with Java and BlueJ (seminar session). SIGCSE Bull., 32(1):429, 2000. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. V. Lappalainen, J. Itkonen, V. Isomöttönen, and S. Kollanus. Comtest: A tool to impart TDD and unit testing to introductory level programming. In ITiCSE '10: Proceedings of the fifteenth annual conference on Innovation and technology in computer science education, pages 63--67, New York, NY, USA, 2010. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. C. M. Lewis. How programming environment shapes perception, learning and goals: Logo vs. Scratch. In SIGCSE '10: Proceedings of the 41st ACM technical symposium on Computer science education, pages 346--350, New York, NY, USA, 2010. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. M. L. Maehr. Meaning and motivation: Toward a theory of personal investment. In R. E. Ames and C. Ames, editors, Research on Motivation in Learning, volume 1, pages 115--144. Academic Press, Orlando, Florida, 1984.Google ScholarGoogle Scholar
  16. Microsoft. Next generation of games starts with XNA, https://www.microsoft.com/presspass/press/2004/mar04/03--24xnalaunchpr.m%spx, retrieved September 2nd 2010, 2004.Google ScholarGoogle Scholar
  17. B. Moskal, D. Lurie, and S. Cooper. Evaluating the effectiveness of a new instructional approach. In SIGCSE '04: Proceedings of the 35th SIGCSE technical symposium on Computer science education, pages 75--79, New York, NY, USA, 2004. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. P. Mullins, D. Whitfield, and M. Conlon. Using Alice 2.0 as a first language. J. Comput. Small Coll., 24(3):136--143, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. K. Powers, S. Ecott, and L. M. Hirshfield. Through the looking glass: Teaching CS0 with Alice. SIGCSE Bull., 39(1):213--217, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. A. J. Sánchez-Ruiz and L. A. Jamba. FunFonts: Introducing 4th and 5th graders to programming using Squeak. In ACM-SE 46: Proceedings of the 46th Annual Southeast Regional Conference on XX, pages 24--29, New York, NY, USA, 2008. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. K. Sung. Computer games and traditional CS courses. Commun. ACM, 52(12):74--78, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. K. Sung, M. Panitz, C. Hillyard, R. Angotti, D. Goldstein, and J. Nordlinger. Game-themed programming assignment modules: A pathway for gradual integration of gaming context into existing introductory programming courses. IEEE Transactions on Education, 2010. To appear. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. L. S. Vygotsky. Mind and society: The Development of Higher Mental Processes. Harvard University Press, Cambridge, MA, 1978.Google ScholarGoogle Scholar
  24. T.-C. Wang, W.-H. Mei, S.-L. Lin, S.-K. Chiu, and J.-C. Lin. Teaching programming concepts to high school students with Alice. In Frontiers in Education Conference, 2009. FIE '09. 39th IEEE, pages 1--6, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. T. Wright and A. Cockburn. Evaluation of two textual programming notations for children. In AUIC '05: Proceedings of the Sixth Australasian conference on User interface, pages 55--62, Darlinghurst, Australia, 2005. Australian Computer Society, Inc. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. K-12 game programming course concept using textual programming

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        SIGCSE '11: Proceedings of the 42nd ACM technical symposium on Computer science education
        March 2011
        754 pages
        ISBN:9781450305006
        DOI:10.1145/1953163

        Copyright © 2011 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 9 March 2011

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        SIGCSE '11 Paper Acceptance Rate107of315submissions,34%Overall Acceptance Rate1,595of4,542submissions,35%

        Upcoming Conference

        SIGCSE Virtual 2024
        SIGCSE Virtual 2024: ACM Virtual Global Computing Education Conference
        November 30 - December 1, 2024
        Virtual Event , USA

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader