skip to main content
10.1145/1953163.1953338acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Teaching introductory programming with popular board games

Published:09 March 2011Publication History

ABSTRACT

Games assignments are increasingly popular in computer science education. This paper advocates and analyzes the inclusion of board, card, and dice games as programming assignments in introductory programming courses (CS1/2). The simple interface and strategy-based play of these types of games complement the immersive multimedia and agility-based play of video games. The implementation of board, card, and dice games typically demands less background knowledge from the instructor and offers fewer opportunities for extraneous work by the students. The paper lists 32 specific games that are suitable for teaching the major topics in CS1/2 and discusses the implementation of some of these games and their successful use as programming projects.

References

  1. Acm java task force, 2006. phhttp://jtf.acm.org/.Google ScholarGoogle Scholar
  2. I. M. S. Associatino. World mind sports games, 2008. http://www.usgo.org/IMSA/WMSG2008.pdf.Google ScholarGoogle Scholar
  3. K. Becker. Teaching with games: the minesweeper and asteroids experience. J. Comput. Small Coll., 17(2):23--33, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. K. Bierre, P. Ventura, A. Phelps, and C. Egert. Motivating oop by blowing things up: an exercise in cooperation and competition in an introductory java programming course. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 354--358, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. W. Dann, S. Cooper, and R. Pausch. Learning to Program with Alice. Prentice Hall, Upper Saddle River, NJ, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. P. Drake. Data Structures and Algorithms in Java. Prentice Hall, Upper Saddle River, NJ, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. P. Drake and N. Kerr. Developing a computer strategy game in an undergraduate course in software development using extreme programming. J. Comput. Small Coll., 22(2):39--45, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. S. Goschnick and S. Balbo. Game-first programming for information systems students. In IE 2005: Proceedings of the second Australasian conference on Interactive entertainment, pages 71--74, Sydney, Australia, Australia, 2005. Creativity & Cognition Studios Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. M. Guzdial. Contextulized computing education. In Invited Presentation, Microsoft Research Faculty Summit, http://home.cc.gatech.edu/guzdial/169, July 2008.Google ScholarGoogle Scholar
  10. M. Guzdial and B. Ericson. Introduction to Computing and Programming with Java, A Multimedia Approach. Prentice-Hall, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. C. Hillyard, R. Angotti, M. Panitz, K. Sung, J. Nordlinger, and D. Goldstein. Game-themed programming assignments for faculty: a case study. In SIGCSE '10: Proceedings of the 41st ACM technical symposium on Computer science education, pages 270--274, New York, NY, USA, 2010. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. T. Huang. Strategy game programming projects. In CCSC '01: Proceedings of the sixth annual CCSC northeastern conference on The journal of computing in small colleges, pages 205--213,, USA, 2001. Consortium for Computing Sciences in Colleges. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. J. Jenson, S. de Castell, and S. Fisher. Girls playing games: rethinking stereotypes. In Future Play '07: Proceedings of the 2007 conference on Future Play, pages 9--16, New York, NY, USA, 2007. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. M. Külling and P. Henriksen. Game programming in introductory courses with direct state manipulation. In ITiCSE '05: Proceedings of the 10th annual SIGCSE conference on Innovation and technology in computer science education, pages 59--63, New York, NY, USA, 2005. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. S. Leutenegger and J. Edgington. A games first approach to teaching introductory programming. In SIGCSE '07: Proceedings of the 38th SIGCSE technical symposium on Computer science education, pages 115--118, New York, NY, USA, 2007. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. R. B.-B. Levy and M. Ben-Ari. We work so hard and they don't use it: acceptance of software tools by teachers. SIGCSE Bull., 39(3):246--250, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. M. C. Lewis and B. Massingill. Graphical game development in cs2: a flexible infrastructure for a semester long project. In SIGCSE '06: Proceedings of the 37th SIGCSE technical symposium on Computer science education, pages 505--509, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. D. Lim. Taking students out for a ride: using a board game to teach graph theory. In SIGCSE '07: Proceedings of the 38th SIGCSE technical symposium on Computer science education, pages 367--371, New York, NY, USA, 2007. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. S. Matzko and T. A. Davis. Teaching cs1 with graphics and c. In ITICSE '06: Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education, pages 168--172, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. M. McNally, M. Goldweber, B. Fagin, and F. Klassner. Do lego mindstorms robots have a future in cs education? In SIGCSE '06, pages 61--62, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. L. Ni. What makes cs teachers change?: factors influencing cs teachers' adoption of curriculum innovations. In SIGCSE '09, pages 544--548, New York, NY, USA, 2009. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. I. Parberry, M. B. Kazemzadeh, and T. Roden. The art and science of game programming. In SIGCSE '06, pages 510--514, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. D. Parlett. The Oxford History of Board Games. Oxford University Press, 1999.Google ScholarGoogle Scholar
  24. P. A. Piccione. In search of the meaning of senet. Archaeology, pages 55--58, 1980.Google ScholarGoogle Scholar
  25. J. M. Ross. Guiding students through programming puzzles: value and examples of java game assignments. SIGCSE Bull., 34(4):94--98, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. S. Russell and P. Norvig. Artificial Intelligence: A Modern Approach. Prentice Hall, third edition, 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. J. Schell. The Art of Game Design: A book of lenses. Morgan Kaufmann, 2008. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. K. Sung. Computer games and traditional computer science courses. Communications of the ACM, 52(12):74--78, December 2009. Invited Paper, Peer Reviewed. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. 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
  30. K. Sung, M. Panitz, S. Wallace, R. Anderson, and J. Nordlinger. Game-themed programming assignments: the faculty perspective. In SIGCSE '08: Proceedings of the 39th SIGCSE technical symposium on Computer science education, pages 300--304, New York, NY, USA, 2008. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. K. Sung, P. Shirley, and R. Reed-Rosenberg. Experiencing aspects of games programming in an introductory computer graphics class. In SIGCSE '07: Proceedings of the 38th SIGCSE technical symposium on Computer science education, pages 249--253, New York, NY, USA, 2007. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. E. Sweedyk, M. deLaet, M. C. Slattery, and J. Kuffner. Computer games and cs education: why and how. In SIGCSE '05: Proceedings of the 36th SIGCSE technical symposium on Computer science education, pages 256--257, New York, NY, USA, 2005. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. H. M. Walker. Do computer games have a role in the computing classroom? SIGCSE Bull., 35(4):18--20, 2003. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. U. Wolz, T. Barnes, I. Parberry, and M. Wick. Digital gaming as a vehicle for learning. In SIGCSE '06, pages 394--395, New York, NY, USA, 2006. ACM Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. M. Zyda. Guest editor's introduction: Educating the next generation of game developers. Computer, 39(6):30--34, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Teaching introductory programming with popular board games

    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