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1

Muratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.

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Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, in several fields such as education, government, health, defence, industry, civil security, and science. This paper presents a study around a serious game dedicated to strengthening programming skills. Real-Time Strategy, which is a popular game genre, seems to be the most suitable kind of game to support such a serious game. From programming teaching features to video game characteristics, we define a teaching organisation to experiment if a serious game can be adapted to learn programming.
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Jazuli, Muhammad Syauqi, and Muhammad Rizki. "Design and Development of the Space Shooters Game Using Pygame." Gameology and Multimedia Expert 1, no. 3 (July 1, 2024): 68. http://dx.doi.org/10.29103/game.v1i3.16905.

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Space Shooter is a game that aims to shoot all the asteroids emerging from space while keeping the spaceship from colliding with them by maneuvering the spaceship. The main objective of this game is to accumulate as many points as possible by accurately shooting the asteroids. This game is developed using Pygame, a cross-platform Python module library designed for writing video games. Pygame includes computer graphics and sound libraries designed for use with the Python programming language. This study explores the development process of the "Space Shooter" game using Pygame and analyzes the effectiveness and reliability of this module in creating an interactive and engaging game. The results indicate that Pygame is an effective tool for game development, allowing easy integration of graphics and sound, and providing an intuitive interface for both novice and experienced developers.
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Georgieva, Rositsa. "GAME-BASED PROGRAMMING TRAINING FOR BEGINNERS IN THE PYGAME ZERO ENVIRONMENT - SAMPLE ASSIGNMENTS WITH PYTHON TURTLE GRAPHICS." Mathematics and Informatics 66, no. 2 (April 28, 2023): 170–87. http://dx.doi.org/10.53656/math2023-2-6-gam.

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In recent years, an increasing digitalization has been observed in all spheres of life on a global scale. The demand for specialists in the field of ICT requires their preparation to start at school with the study of programming and IT. Good practices and increasing interest in game-based learning are observed at all levels of secondary education. Different environments, programming languages and learning approaches is used in the Computer Modeling and Informatics disciplines. The focus of the article are sample tasks and methodical implementation for nonprofiled training in programming for high school students by creating games. The terminology related to game-based learning and the role of tasks in mastering learning content are presented. The main focus is on creating fun games implemented in Python programming language using turtle graphics in Mu programming environment. The sample tasks are supported by methodical instructions. Guidelines are also given for their use in training. In the conclusion, the possibilities for training in programming in profiled and non-profiled high schools are discussed.
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Umarov, Husan, Vasila Mirzaraimova, Muyassar Yakubova, and Ravshanbek Tashpulatov. "Machine learning and AI in graphics development." E3S Web of Conferences 548 (2024): 06011. http://dx.doi.org/10.1051/e3sconf/202454806011.

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The fusion of software computer graphics and development technologies has revolutionized the digital landscape, opening new frontiers in visual storytelling, interactive experiences, and digital innovation. This article explores the latest advancements, techniques, and trends shaping the dynamic realm of computer-generated imagery, animation, virtual reality, and development tools. From advanced rendering techniques like ray tracing and global illumination to the immersive worlds of virtual and augmented reality, software computer graphics are transforming how we perceive and interact with digital content. Development technologies such as game engines, graphics APIs, and shade programming empower creators to craft visually stunning and interactive experiences across a wide range of platforms. The abstract delves into the intricacies of animation tools, virtual reality design principles, and the integration of machine learning and AI in graphics development. By examining the synergy between artistry, technology, and innovation, this research illuminates the transformative potential of software computer graphics in creating engaging narratives, dynamic visual content, and interactive digital environments.
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Vassilev, Tzvetomir I. "An Approach to Teaching Introductory Programming for IT Professionals Using Games." International Journal of Human Capital and Information Technology Professionals 6, no. 1 (January 2015): 26–38. http://dx.doi.org/10.4018/ijhcitp.2015010103.

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This paper addresses the difficulties of teaching introductory programming to students in the field of information technologies and computer science. It reviews several existing approaches to make learning programming more attractive: using games or programmatically controlled hardware devices. The author believes that programming moving virtual actors motivates most of the students to learn programming. Moreover, seeing moving visual objects on the computer screen makes it easier for the students to perceive the mistakes in their code and correct them. However, writing such programs without any additional tools is not a task for a novice programmer. That is why this paper proposes an approach for teaching programming for IT professionals using a new game library, specially developed for training, which controls virtual models moving in a virtual environment. The system uses appealing 3D graphics to attract attention. Several sample programs, illustrating main features of this approach, are presented. Screenshots of the sample programs and results of teaching a pilot group of students are given at the end of the paper. Initial results show that the students enjoyed the course, most of them liked the game library approach better than the traditional one and do recommend using it in the future. More than half of the trainees improved their results.
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Soeda, S. "REPORT ON THE GAME PROGRAMMING WORKSHOP 2002." ICGA Journal 25, no. 4 (December 1, 2002): 264–65. http://dx.doi.org/10.3233/icg-2002-25421.

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7

Hwang, SunMyung, and Hee Gyun Yeom. "A Mobile Game Algorithm for Programming Education." International Journal of Software Innovation 10, no. 2 (April 2022): 1–10. http://dx.doi.org/10.4018/ijsi.289592.

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Software education currently being implemented is programming education, and the scope of the curriculum is adjusted to suit the level of each school level. In the case of elementary school, experience- and activity-based activities are used to learn problem-solving methods through play and educational programming languages, and in the case of junior high school, the basic concepts and principles of software are understood through education-oriented programming languages and learn to apply to problem solving. In the case of high school, the contents are designed to improve the ability to creatively and efficiently solve problems in other academic fields while learning more advanced contents with advanced contents linked to careers. In this article, we develop an algorithm game using a robot so that students can think of programming and unpacking functions expressed in pictures to solve the problem of losing interest due to difficulties in understanding and applying programming or algorithms
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8

TREGUBOVA, I. A. "FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION." Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.

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Progress in hardware and software development is impressively fast. The main reason of computer graphics fast improvement is a full experience that can be reached though visual representation of our world. Therefore, the most interesting problem of it is a realistic image with high quality and resolution, which often requires procedural graphics generation. The article analyzes simplicity of a fractal and mathematics abstraction. Mathematics describes not only accuracy and logic but also beauty of the Universe. Mountains, clouds, trees, cells do not fit into the world of Euclidean geometry. They cannot be described by its methods. But fractals and fractal geometry solve that problem. Fractals are fairly simple equations on a sheet of paper with bright, unusual images, and, above all, they explain things. Fractal is a figure in the space, which consists of statistical character as the whole. It is self-similar, and therefore looks ‘roughly’ same and does not depend on its scale. So, any complex object can be called a fractal, if it has the same shape, as the parts it consists of. Fractal is abstract, and it helps to translate any algebraic problem into geometric, where solution is always obvious. A lot of researches in the field of fractal graphics has been carried out, but there are still issues that deserve considerable attention and more perfect solutions. The main purpose of the work is codes development with object-oriented programming languages for fractal graphics rendering. The article analyzes simplicity of a fractal and mathematics abstraction. Procedural generation was described as a method of algorithmic data generation for 3D models and textures creation. Code was written with general-purpose programming language Python, which renders step by step creation of fractal composition and variations of fractal images. Fractal generation used for modeling is part of realism in computer graphics In summary, procedural generation is very important for video games, as it can be used to automatically create large amount of game content. The random generation of natural looking landscapes is based on geometric computer generated images Created compositions can be used in computer science for image compression, in medicine for the study of the cellular level of organs, etc.
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Hu, Zhipeng, Changjie Fan, Qiwei Zheng, Wei Wu, and Bai Liu. "Asyncflow: A visual programming tool for game artificial intelligence." Visual Informatics 5, no. 4 (December 2021): 20–25. http://dx.doi.org/10.1016/j.visinf.2021.11.001.

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10

Al-Tawil, Marwan, Moh’d Belal Al-Zoubi, Omar Y. Adwan, Ammar Al-Huneiti, and Reem Q. Al Fayez. "Efficient method for finding nearest neighbors in flocking behaviors using k-dimensional trees." IAES International Journal of Artificial Intelligence (IJ-AI) 12, no. 4 (December 1, 2023): 1628. http://dx.doi.org/10.11591/ijai.v12.i4.pp1628-1635.

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<p>Flocking is a behavior where a group of objects travel, move or collaborate together. By learning more about flocking behavior, we might be able to apply this knowledge in different contexts such as computer graphics, games, and education. A key steppingstone for understanding flocking behavior is to be able to simulate it. However, simulating behaviors of large numbers of objects is highly compute-intensive task because of the n-squared complexity of nearest neighbor for separating n objects. The work in this paper presents an efficient nearest neighbor method based on the k-dimensional trees (KD trees). To evaluate the proposed approach, we apply it using Unity-3D game engine, together with other conventional nearest neighbor methods. The Unity-3D game simulation engine allows users to utilize interaction design tools for programming and animating flocking behaviors. Results showed that the proposed approach outperform other conventional nearest neighbor approaches. The proposed approach can be used to enhance digital games quality and simulations.</p>
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Sung, Kelvin, Peter Shirley, and Becky Reed Rosenberg. "Experiencing aspects of games programming in an introductory computer graphics class." ACM SIGCSE Bulletin 39, no. 1 (March 7, 2007): 249–53. http://dx.doi.org/10.1145/1227504.1227400.

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12

Tawakal, Rayendra, Mela Hezma, and Dewi Regita Cahyani. "Frog Adventure: 2D Based Platformer Game Design with HTML5." Gameology and Multimedia Expert 1, no. 1 (January 1, 2024): 20. http://dx.doi.org/10.29103/game.v1i1.14557.

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A game is an activity or form of entertainment that involves players in a structured system of rules. Typically, games involve clear goals, challenges, interaction, and decision making by players. Games can be played individually or in groups, either physically or via electronic media such as computers, game consoles, or mobile devices. This report provides in-depth information about the game "Frog Adventure" by choosing Javascript as the main programming language, as well as notepad++ for the code editor container to help create the designed game. The aim of making this game is to fulfill the final assignment in the Game Development course. "Frog Adventure" is a game that combines friendly gameplay, attractive graphics and positive user experience. This information provides a better understanding of the game's strengths and weaknesses, as well as suggestions for future development.
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da Silva, Marcelo Arêas R., and Geraldo Bonorino Xexéo. "Pegasus: A Simulation Tool to Support Design of Progression Games." International Journal of Computer Games Technology 2018 (December 2, 2018): 1–10. http://dx.doi.org/10.1155/2018/9341032.

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The process of designing a game involves many phases. We can summarize the work of the game designer as satisfactorily converting the idea in their mind to a digital game, which is not a simple task. Therefore, game designers should have a variety of tools to assist them. However, there are not that many specialized tools to support the game design process. Herein, we describe the experience of using Pegasus to design a part of a game. We propose an environment to simulate progression games based on game design patterns. Thus, we described the interaction of the game designer with Pegasus in such an environment, in order to support the process of creating, testing, and refining game elements before proceeding to the programming phase. Each configuration of the game elements corresponded to a simulation that could be performed multiple times, like in discrete event simulation. The results showed that Pegasus has the potential to support game design. Additionally, we presented some support components that were created to facilitate the use of the tool.
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Pavlenko, Maksym, and Tetiana Varava. "Information tools for teaching the basics of programming in high school." Ukrainian Journal of Educational Studies and Information Technology 5, no. 3 (September 30, 2017): 58–72. http://dx.doi.org/10.32919/uesit.2017.03.06.

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The article focuses on the problem of finding methodological approaches to the use of information programming tools in the course of computer science high school. The definition of information tools for teaching as electronic means of storage, processing and transfer of educational information through computers is set out. The authors, based on the analysis of four existing training programs in computer science 5-9 classes, identified the topics for studying students of the middle classes of programming: "Algorithms and Programs", "Algorithms and their Implementers", "Algorithmization and Programming", "Fundamentals of algorithmization and programming". It is revealed that the computer science curriculum for grades 8-9 for general education institutions with in-depth study of individual subjects does not include any programming topics. The analysis of methodological recommendations on informatics teaching in 2016-2018 academic years allowed to determine the competency tasks that students should learn to solve when they study computer science in high school, for example, to develop and run a linear geometric figure drawing algorithm, to recreate the motion of a computer ' object on the plane, including the interception of obstacles, create a simple computer game using variables, analyze the results of the implementation of programs for processing values of numeric type, create a software project and more. The authors analyze the possibilities of such information learning tools as online gaming platforms, Internet resources, online programming learning environments, graphical programming environments, interactive learning environments, and application development environments. The methodical approaches to the use of informational learning tools in the course of computer science high school: the implementation of online online exercises to learn theoretical concepts, solving problems from the basics of algorithmization and programming in the online environment, teaching the stages of creating a program project through the study of online courses, the implementation of tasks for training programming in the online learning environment; learning in action with a graphical programming environment for robots; development of a software project in the programming environment.
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15

Velcheva, Ivelina V., and Hristo Hristov. "Teaching of Web Design and Programming as a Role-Playing Team Building Game." International Journal of Information and Education Technology 13, no. 5 (2023): 825–30. http://dx.doi.org/10.18178/ijiet.2023.13.5.1874.

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The paper examines a form of training whose aim is to teach technologies for designing and styling responsive web page views and implementing web site events by students in an academic environment. In this form of training a role-play, taken by the practice of a software company is simulated. Data collection and evaluation of the results was carried out through qualitative methods of participant observation, survey, interview, and quantitative comparative analysis. The article analyzes in details the role-playing games, training content, stages of implementation and other aspects of the organization of experimental form of training in Web Design and Web Programming. Teaching, as a simulated role-playing game, is performed during six school hours, in two consecutive weeks and consists of four stages. In the role play, students apply knowledge and teamwork skills in HTML, CSS, JavaScript, jQuery etc. Each team is made up of five students with roles of manager, web designer, graphics designer, web stylist and web developer. The teams’ organization is based on work products adaptation of the Rational Unified Process Methodology. The end product of the role-playing game is the development of a website by the team, while its final result for the learning process is the knowledge and skills acquired during formal training by the teacher, and the informal training that took place between the students during their teamwork.
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Popławski, Artur, and Szymon Szott. "Using Dynamic Programming to Optimize Cellular Networks Modeled as Graphical Games." Infocommunications journal 14, no. 4 (2022): 62–69. http://dx.doi.org/10.36244/icj.2022.4.9.

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Cellular networks are often modeled using game theory, with base stations as players contending for a shared resource (the radio channel). Alternatively, if base stations are considered as nodes joined by edges (which represent significant interference), we obtain a graph structure. A game represented in this way is called a graphical game. We explore this representation by decomposing the network graph through tree decomposition and apply dynamic programming to find the optimum welfare, i.e., a resource allocation strategy profile most effective from the point of view of the overall network performance. We verify our approach through simulations and discuss the possibility of implementing this solution in a distributed manner.
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DeLozier, Christian, and James Shey. "Using Visual Programming Games to Study Novice Programmers." International Journal of Serious Games 10, no. 2 (June 7, 2023): 115–36. http://dx.doi.org/10.17083/ijsg.v10i2.577.

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Enabling programmers to write correct and efficient parallel code remains an important challenge, and the prevalence of on-chip accelerators exacerbates this challenge. Novice programmers, especially those in disciplines outside of Computer Science and Computer Engineering, need to be able to write code that exploits parallelism and heterogeneity, but the frameworks for writing parallel and heterogeneous programs expect expert knowledge and experience. More effort must be put into understanding how novice programmers solve parallel problems. Unfortunately, novice programmers are difficult to study because they are, by definition, novices. We have designed a visual programming language and game-based framework for studying how novice programmers solve parallel problems. This tool was used to conduct an initial study on 95 undergraduate students with little to no prior programming experience. 71% of all volunteer participants completed the study in 48 minutes on average. This study demonstrated that novice programmers could solve parallel problems, and this framework can be used to conduct more thorough studies of how novice programmers approach parallel code.
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Soyluçiçek, Seza. "The situation and importance of game interface design education in Turkey and a lesson proposal." Global Journal of Arts Education 7, no. 4 (December 29, 2017): 93–98. http://dx.doi.org/10.18844/gjae.v7i4.2894.

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Digital gaming industry has been an entertainment area that, since the mid 20th century, has come into prominence and distinguished itself in the game industry. Digital games have come a long way and reached large numbers of users since the time they got into the market. As for the digital game industry, the education of game design, along with the game production, is given high importance especially in USA and Europe. In these countries, game interface design with regards to programming and aesthetically designing is given place in the bachelor and master’s degree education. It can be said that, in Turkey, the number of researches in this field, lessons and game companies has been increasing in recent years. However, it’s clear that as a country, we have to come into prominence more in the international game field. As the necessity of developing more appealing, qualified and unique game interfaces is known, game companies are to act responsibly during the game interface design process. In terms of the creation of scenes, characters, environments, animations and the usage of the game engines, more professional tools and techniques are used and more original game designs are pursued nowadays. With regard to this, it’s clear that the need for qualified graphic designers to design aesthetically successful game interfaces has been increasing and will continue to. It’s seen that game design lessons have started to be given at bachelor and master’s degree programs at Universities in Turkey. Yet, the lessons are mostly on game programming at departments such as computer engineering. Game interface design lessons, on the other hand, are given at certain universities. In this study, the proposal of a game interface design lesson that can take place in the curriculum of Visual Communication Design or Graphic Departments of Fine Arts Faculties at Universities in Turkey is examined. Keywords: Game interface design education, graphic design education, game design, curricula.
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Sharma, Vandit, Kaushal Kumar Bhagat, Huai-Hsuan Huang, and Nian-Shing Chen. "The design and evaluation of an AR-based serious game to teach programming." Computers & Graphics 103 (April 2022): 1–18. http://dx.doi.org/10.1016/j.cag.2022.01.002.

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Isnanto, Galang Ihsan, Samuel Gandang Gunanto, and Agnes Karina Pritha Atmani. "PENGEMBANGAN GAME 3D “EVERPLANE” DENGAN LEAP MOTION." Journal of Animation and Games Studies 5, no. 2 (August 13, 2019): 121–32. http://dx.doi.org/10.24821/jags.v5i2.2991.

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Motion Leap (Hand Motion tracking) is a term for recording hand movements used as digital models and is an additional device that can be connected to a computer and can then be used to replace both mouse and keyboard functions. In the 3D game "Everplane", Leap Motion is used as a game controller and is the main component of the game. The Everplane game is an endless game / endless runner type game. Endless runner is a game where the player's character continues to move forward through the endless world of games. The Everplane game has the concept of exploring space. The process of making 3D games "Everplane" through various data research is needed to meet the needs of game production through three stages, namely Preproduction (Game Design, Character Design and Layout Design), Production (Modeling, Texturing, Design graphic user interface, Music, Leap Setup Motion, Assembly Animating, Programming, and Problem Solfing) and Postproduction (Deploying, Mastering and Merchandise).Keywords: Leap Motion, Everplane game, manufacturing process
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Rankin, John R., Sandra Sampayo Vargas, and Paul F. Taylor. "Testing Metaphorical Educational FPS Games." International Journal of Computer Games Technology 2009 (2009): 1–5. http://dx.doi.org/10.1155/2009/456763.

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It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs) with minimal programming, artistic, or GT skills are not yet widely available. In this paper we investigate the feasibility of employing the FPS game genre for teaching purposes in the classroom. This is done by starting with a typical FPS game and constructing metaphorical correspondences with the desired ESG category. This mapping highlights the mentality level of FPS games and what it would take to modify them towards the level for real knowledge acquisition as in ESGs. By changing the game world rules to correspond with a classroom study area, we create a metaphorical educational FPS game. In this paper we describe two metaphorical educational FPS games and report on preliminary testing of their use in education. If testing of these metaphorical educational FPS games indicates that they would be beneficial in school classes then we intend to pursue the design of software tools and tutorials to enable teachers to develop their own metaphorical educational FPS games in two months or less.
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Wang, Danli, Tingting Wang, and Zhen Liu. "A Tangible Programming Tool for Children to Cultivate Computational Thinking." Scientific World Journal 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/428080.

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Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5–9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity.
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Jorge, Ruiz-Quiñones, and Fernández-Leiva Antonio J. "Automated videogame mechanics generation with XVGDL." ICGA Journal 44, no. 4 (May 26, 2023): 124–52. http://dx.doi.org/10.3233/icg-230227.

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The automatic generation of game mechanics is nowadays one of the most complex challenges within procedural content generation (PCG), even being considered by itself as automatic game generation in the literature. Previous works have contributed with research papers related to PCG in general, and, in particular, the generation of game mechanics from a specification written in a game description language (GDL). One primary reference is the Ludii general game system that allows to generate new mechanics for two-player combinatorial (board) games. Ludii manages game specifications written in a GDL that can be directly represented in a tree structure. These structures are then evolved by means of genetic programming (GP), a well-known bio-inspired optimization technique, to produce new game rules. Now, this paper extends the approach centered on 2-player games and proposed in the Ludii general game system to n-player videogames. The paper describes a system to automatically generate videogame mechanics. The starting point is a videogame specification written in the XML-based videogame description language (XVGDL). Similarly to Ludii, this videogame specification can be directly translated to rule tree structures that can be evolved by GP. The viability of this approach is demonstrated by experimentation with practical examples. The experiments show how it is possible to automatically produce and evaluate a number of distinct versions (that differ in their mechanics) of a videogame that was originally specified in XVGDL.
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Bulaienko, M., and D. Pisariev. "MODELING AND DEVELOPMENT OF THE INTERACTIVE GAME." Municipal economy of cities 6, no. 166 (November 30, 2021): 15–19. http://dx.doi.org/10.33042/2522-1809-2021-6-166-15-19.

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The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".
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Megha Chakole. "Optimal Strategy Formulation for Tic-Tac-Toe Using Minimax Algorithm for Interactive Gaming." Communications on Applied Nonlinear Analysis 31, no. 2s (June 1, 2024): 485–95. http://dx.doi.org/10.52783/cana.v31.662.

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Introduction: This research presents a Python implementation of the classic game Tic Tac Toe utilizing the Tkinter library for the graphical user interface (GUI). The code offers a comprehensive framework for creating an interactive gaming experience, featuring both single-player and multiplayer modes. Key functionalities include mode selection, game board initialization, player moves, win and draw condition checks, and game restart options. The graphical interface provides a visually appealing environment for players to engage with the game, facilitating intuitive interaction through buttons and labels. Notably, the single-player mode incorporates a basic AI component powered by the minimax algorithm, offering players the opportunity to challenge themselves against a computer opponent. Objectives: The main objectives include developing a comprehensive framework for Tic-Tac-Toe, encompassing essential functionalities such as mode selection, initializing the game board, managing player moves, conducting win/draw condition checks, and offering game restart options. Methods: The implementation employs Tkinter to create a user-friendly GUI featuring interactive buttons and visual elements. Game logic is meticulously implemented to regulate player turns, validate moves, and assess win/draw conditions. Additionally, the single-player mode integrates a basic AI component driven by the minimax algorithm for a challenging gaming experience. Results: The resulting implementation boasts a visually appealing interface, complete with dedicated mode selection buttons, interactive game board buttons, thorough win/draw condition checks across rows, columns, and diagonals, and a convenient restart button. The single-player mode successfully emulates human-like gameplay through the AI component. Conclusions: This implementation's simplicity and clarity render it an invaluable resource for beginners delving into GUI development and game programming with Python. Furthermore, the integration of AI functionality caters to advanced users keen on exploring algorithmic game strategies. Ultimately, this paper offers a valuable foundation for learning and comprehending the fundamentals of game development using Python and Tkinter.
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Mendoza López, Miriam, Petronila Mireia Alcaraz Artero, Carlos Truque Díaz, Manuel Pardo Ríos, Juan José Hernández Morante, and Rafael Melendreras Ruiz. "Kids Save Lives by Learning through a Serious Game." Multimodal Technologies and Interaction 7, no. 12 (December 1, 2023): 112. http://dx.doi.org/10.3390/mti7120112.

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This study focuses on the development and assessment of a serious game for health (SGH) aimed at educating children about cardiopulmonary resuscitation (CPR). A video game was created using the Berkeley Snap platform, which uses block programming. Eye-tracking technology was utilized to validate the graphic design. To assess the tool’s effectiveness, a pre-post analytical study was conducted with primary education children to measure the knowledge acquired. The study involved 52 participants with a mean age of 9 years. The results from a custom questionnaire used to measure their theoretical CPR knowledge showed significant improvements in CPR knowledge after the use of the videogame, and their emotional responses improved as well. The assessment of the knowledge acquired through the video game obtained an average score of 5.25 out of 6. Ten video segments consisting of 500 frames each (20 s of video per segment) were analyzed. Within these segments, specific areas that captured the most relevant interaction elements were selected to measure the child’s attention during game play. The average number of gaze fixations, indicating the points in which the child’s attention was placed within the area of interest, was 361.5 out of 500. In conclusion, the utilization of SGH may be an effective method for educating kids about CPR, to provide them with fundamental knowledge relevant to their age group.
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Jean, Devin, Brian Broll, Gordon Stein, and Ákos Lédeczi. "Utilizing Smartphones for Approachable IoT Education in K-12." Sensors 22, no. 24 (December 13, 2022): 9778. http://dx.doi.org/10.3390/s22249778.

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Distributed computing, computer networking, and the Internet of Things (IoT) are all around us, yet only computer science and engineering majors learn the technologies that enable our modern lives. This paper introduces PhoneIoT, a mobile app that makes it possible to teach some of the basic concepts of distributed computation and networked sensing to novices. PhoneIoT turns mobile phones and tablets into IoT devices and makes it possible to create highly engaging projects through NetsBlox, an open-source block-based programming environment focused on teaching distributed computing at the high school level. PhoneIoT lets NetsBlox programs—running in the browser on the student’s computer—access available sensors. Since phones have touchscreens, PhoneIoT also allows building a Graphical User Interface (GUI) remotely from NetsBlox, which can be set to trigger custom code written by the student via NetsBlox’s message system. This approach enables students to create quite advanced distributed projects, such as turning their phone into a game controller or tracking their exercise on top of an interactive Google Maps background with just a few blocks of code.
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Öngöz, Sakine, and Dilara Arzugül Aksoy. "What do gifted students expect from the information technology course?" International Journal of Special Education and Information Technologies 1, no. 1 (November 23, 2015): 34–47. http://dx.doi.org/10.18844/jeset.v1i1.3549.

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The aim of this study is to determine the perspectives of gifted students on computer and to reveal their expectations and suggestions regarding the scope and operation of the courses they will take in the field of information technologies. In this context, it was tried to determine the students' interest in the computer, their evaluation of the information technologies they took in the past and what subjects they want to improve themselves in this field. Within the scope of the research conducted in qualitative design, a meeting was held in which 6 faculty members who are experts in the field of Computer and Instructional Technologies Education, 5 teachers working in the Science and Arts Center and 13 students of different age groups attending the Science and Arts Center were brought together. Faculty members answered current questions by providing up-to-date information on their areas of expertise. Various applications have been carried out with the participation of teachers and students, focusing on the use of up-to-date hardware and software. After the meeting, written opinions of the students about computer thoughts, which topics they want to improve themselves and their suggestions for Information Technologies courses were taken. The data obtained from the video recording and written forms made during the meeting were analyzed and the findings were reached. Students mostly want to improve themselves on programming and coding and to be a designer, not a user of ready-made software in their areas of interest. There is an expectation that courses in information technology include programming, game development, animation / cartoons, use of different software and hardware, algorithm, 3D modeling / graphic design and recognition of current technologies. BİLSEM teachers stated that students can take Information Technologies courses individually or in small groups according to their interests, and that the courses to be given by the academic staff will be beneficial. Keywords: Gifted students, Computer, Information Technologies course, BİLSEM
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Rutendo, M., and M. A. Al Akkad. "Exploiting Machine Learning for Vision and Motion Planning of Autonomous Vehicles Navigation." Intellekt. Sist. Proizv. 19, no. 3 (2021): 95–104. http://dx.doi.org/10.22213/2410-9304-2021-3-95-104.

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The object of this paper is to create a system that can control any vehicle in any gaming environment to simulate, study, experiment and improve how self-driving vehicles operate. It is to be taken as the bases for future work on autonomous vehicles with real hardware devices. The long-term goal is to eliminate human error. Perception, localisation, planning and control subsystems were developed. LiDAR and RADAR sensors were used in addition to a normal web Camera. After getting information from the perception module, the system will be able to localise where the vehicle is, then the planning module is used to plan to which location the vehicle will move, using localisation module data to draw up the best path to use. After knowing the best path, the system will control the vehicle to move autonomously without human help. As a controller a Proportional Integral Derivative PID controller was used. Python programming language, computer vision, and machine learning were used in developing the system, where the only hardware required is a computer with a GPU and powerful graphical card that can run a game which has a vehicle, roads with lane lines and a map of the road. The developed system is intended to be a good tool in conducting experiments for achieving reliable autonomous vehicle navigation.
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Zotti, Georg, and Wolfgang Neubauer. "Beyond the landscape: analysis of Neolithic circular ditch systems of Lower Austria with advanced virtual archaeoastronomy." Virtual Archaeology Review 10, no. 21 (July 25, 2019): 90. http://dx.doi.org/10.4995/var.2019.10772.

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<p>This paper describes developments in virtual archaeology that started in a research project about the possible astronomical entrance orientation of Neolithic circular ditch systems (German Kreisgrabenanlagen, KGA) of Lower Austria. Starting from data analysis in a Geographical Information System (GIS), we will cover a simple way of modelling, and discuss three ways of visualisation for the combination of landscape and human-made buildings together with celestial objects. The first way involves extensions to the modelling program SketchUp to bring in just enough astronomical data for scientific evaluation. The second introduces a set of extensions to the open-source desktop planetarium program Stellarium, which can meanwhile be used to load a standard 3D model format to allow detailed research in astronomical orientation patterns, and light-and-shadow interaction over many millennia, even for researchers less familiar with astronomical programming. The third presents a “serious gaming” approach, which can provide the most natural view of the landscape, but requires at least some, if not deep, familiarity with astronomical and 3D computer graphics programming and, therefore, due to this considerably larger effort, appears to be mostly useful for outreach of high-profile results to the public. The entrances to the KGA of Lower Austria turned out to be mostly oriented following a purely terrestrial pattern of up- and downward sloping terrain, but with one noteworthy exception.</p><p><strong>Highlights:</strong></p><ul><li><p>Virtual archaeology can help to better understand archaeological remains embedded in the landscape. Occasionally, the “landscape” concept must be extended to include the celestial landscape.</p></li><li><p>Open-source development allowed the combination of a desktop planetarium with 3D landscape and architecture visualisation. Also, datable changes in the landscape can meanwhile be simulated.</p></li><li><p>Astronomical elements added to a game engine can also be used to faithfully provide important insights while providing the most appealing visualisation environments so far, but with considerably more effort.</p></li></ul>
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Zoraja, Ivan, Mirjana Bonkovic, Vladan Papic, and Vaidy Sunderam. "VanityX: An Agile 3D Rendering Platform Supporting Mixed Reality." Applied Sciences 13, no. 9 (April 27, 2023): 5468. http://dx.doi.org/10.3390/app13095468.

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VanityX is a prototype, low-level, real-time 3D rendering and computing platform. Unlike most XR solutions, which integrate several commercial and/or open-source products, such as game engines, XR libraries, runtime, and services, VanityX is a platform ready to adapt to any business domain including anthropology and medicine. The design, architecture, and implementation are presented, which are based on CPU and GPU asymmetric multiprocessing with explicit synchronization and collaboration of parallel tasks and a predictable transfer of pipeline resources between processors. The VanityX API is based on DirectX 12 and native programming languages C++20 and HLSL 6, which, in conjunction with explicit parallel processing, the asynchronous loading and explicit managing of graphic resources, and effective algorithms, results in great performance and resource utilization close to metal. Surface-based rendering, direct volume rendering (DVR), and mixed reality (MR) on the HoloLens 2 immersive headset are currently supported. Our MR applications are directly compiled and deployed to HoloLens 2 allowing for better programming experiences and software engineering practices such as testing, debugging, and profiling. The VanityX server provides various computational and rendering services to its clients running on HoloLens 2. The use and test cases are in many business domains including anthropology and medicine. Our future research challenges will primarily, via the MetaverseMed project, focus on opening new opportunities for implementing innovative MR-based scenarios in medical procedures, especially in education, diagnostics, and surgical operations.
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32

Dyachkova, T. A., O. V. Razumova, E. R. Sadykova, Z. R. Harisova, R. R. Nasibullov, and I. F. Yarullin. "COMPUTER GAMES FOR INTEGRATED INFORMATICS AND MATHEMATICS LESSONS." Informatics in school, no. 4 (June 23, 2019): 37–42. http://dx.doi.org/10.32517/2221-1993-2019-18-4-37-42.

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The article discusses the psychological and pedagogical problems of using computer games in school education. Graphic and animation capabilities of visual programming language Scratch, as well as computer games for educational purposes as a means of increasing cognitive interest and educational motivation of students to study informatics and mathematics are demonstrated.
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33

SK, Prof Sabnis. "JAVA BASED FIRST-PERSON SHOOTER (FPS) GAME WITH REMASTERED GRAPHICS." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (May 7, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem32729.

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Our project aims to accurately examine an old game's assembly source, comprehend its usefulness, and convert it into efficient Java code. Using Java's object-oriented characteristics, the emphasis is on restructuring and organizing code to make it more maintainable and comprehensible. The successful conversion of this game to Java demonstrates how knowledge of low-level assembly programming can supplement skill in high-level Java programming, resulting in a smooth integration of traditional gameplay with current technology. This integration not only heightens perceptions but also makes the game more accessible to modern audiences, providing an immersive gaming experience that combines the game's original character with contemporary software development standards. The enhanced graphics will also include upgrading game elements including textures, models, and special effects. The enhanced graphics will include improved game assets like textures, models, and special effects, as well as advanced lighting and shading effects. In addition, the game's user interface will be updated to increase use and appearance. The project's goal is to demonstrate the integration of classic FPS gameplay with contemporary graphics technology, providing players with an enhanced gaming experience that combines the recollections of old FPS games with the visual quality of modern gaming. Key Words: - Java programming, game development , FPS game, graphics.
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34

Reed, Richard G. "Computer graphics programming — G.K.S. The graphics standard." Advances in Engineering Software (1978) 7, no. 1 (January 1985): 55. http://dx.doi.org/10.1016/0141-1195(85)90139-1.

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35

Ogden, Steve. "Advancing game graphics." ACM SIGGRAPH Computer Graphics 33, no. 4 (November 4, 1999): 5–8. http://dx.doi.org/10.1145/345370.345380.

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36

Veness, Chris. "Programming principles in computer graphics." Computer-Aided Design 18, no. 9 (November 1986): 502. http://dx.doi.org/10.1016/0010-4485(86)90008-4.

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37

Nodelman, Vladimir. "Learning computer graphics by programming." ACM SIGCSE Bulletin 35, no. 3 (September 2003): 261. http://dx.doi.org/10.1145/961290.961622.

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38

Bez, Helmut. "Programming principles in computer graphics." Microprocessors and Microsystems 10, no. 9 (November 1986): 511. http://dx.doi.org/10.1016/0141-9331(86)90195-x.

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39

Chen, Woei-Kae, and Yu Chin Cheng. "Teaching Object-Oriented Programming Laboratory With Computer Game Programming." IEEE Transactions on Education 50, no. 3 (August 2007): 197–203. http://dx.doi.org/10.1109/te.2007.900026.

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40

Prayaga, Lakshmi. "Game programming — The ‘Why’, ‘What’ and ‘How’ with Graphics Objects." Journal of Object Technology 4, no. 9 (2005): 39. http://dx.doi.org/10.5381/jot.2005.4.9.c5.

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41

Coyne, R. "The art of computer graphics programming." Computer-Aided Design 20, no. 4 (May 1988): 223–24. http://dx.doi.org/10.1016/0010-4485(88)90284-9.

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42

WATANABE, Taichi. "Computer Graphics by Game Science Project." Journal of Graphic Science of Japan 42, no. 1 (2008): 24. http://dx.doi.org/10.5989/jsgs.42.24.

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43

Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes.
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44

Zainal Abidin, Nurul Hafizah, Roslah Arsad, Norliana Muslim, and Suraya Masrom. "Computer Game Application for JAVA Programming Language Learning." Mathematical Sciences and Informatics Journal 1, no. 1 (August 31, 2020): 77–89. http://dx.doi.org/10.24191/mij.v1i1.14175.

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Programming is one of the most advanced and valuable skills increasingly adopted by students these days. Learning a programming language is important as it helps to improve the ability to automate, collect, handle, correctly interpret data and information. However, some students have difficulties to internalize the concepts and master the programming skills. Consequently, students tend to perceive programming course as a difficult subject. The objective of this paper is to present the design and implementation of a computer game application that focused on JAVA programming and Bloom’s taxonomy to enhance the students’ understanding. To evaluate the JAVA game application, functional and usability testing have been conducted that involved students from the Diploma of Computer Sciences Program in Universiti Teknologi MARA, Perak, Malaysia. The results were very encouraging as majority of students were satisfied with the JAVA game application by means of programming skill improvement and usability acceptance.
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45

Witzel, Andreas, Jonathan Zvesper, and Ethan Kennerly. "Explicit Knowledge Programming for Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (September 27, 2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.

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The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we call explicit knowledge programming. We motivate the use of this approach, and describe a simple implementation based upon it. A survey of recent literature and computer games illustrates its novelty.
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46

van den Herik, H. J., A. Plaat, D. N. L. Levy, and D. Dimov. "Plagiarism in game programming competitions." Entertainment Computing 5, no. 3 (August 2014): 173–87. http://dx.doi.org/10.1016/j.entcom.2014.02.002.

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47

Enns, Mack. "Becoming Official." Journal of Sound and Music in Games 4, no. 2 (2023): 46–69. http://dx.doi.org/10.1525/jsmg.2023.4.2.46.

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This article addresses technological and aesthetic intersections between DJing and modern video game audio modding, with the aim of elucidating a technological context that allows game scorers without programming backgrounds to practice audio design and programming for video games. Game audio modding is a form of music remix that depends on access to game audio programming and design technologies that are embedded in game code. Though modern audio modders still require access to this code to create advanced audio mods, game audio programming and design technologies have grown in accessibility, such as the audio middleware program FMOD Studio, the design and functionality of which resembles technologies used by DJs. In fact, DJs are uniquely suited to modern game audio modding, and hence game audio design and programming, as these activities necessitate looping and transitioning between musical themes, as well as designing and programming such techniques in relation to gameplay, resulting in a kind of gameplay-automated DJ for modded scores. To elucidate this point, this article will use video game music composed by Lena Raine, and its accompanying audio programming project file designed and programmed by Kevin Regamey and Power-Up Audio, for the 2018 multiplatform two-dimensional platformer game Celeste, as an instructive example.
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48

Kazimoglu, Cagin, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon. "Understanding Computational Thinking before Programming." International Journal of Game-Based Learning 1, no. 3 (July 2011): 30–52. http://dx.doi.org/10.4018/ijgbl.2011070103.

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This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for, and guidelines in support of, this games-based approach contextualized by an analysis of existing research into the issues of learning programming and game based learning approaches. Furthermore, the proposed game-based learning model focuses not only on procedural and applied knowledge and associated skills acquisition in computational thinking, but also provides contextualised theoretical knowledge on Computer Science concepts. By way of illustration, the authors introduce a game prototype currently being developed to combine a puzzle solving game-play that uses Computer Science concepts as the game elements.
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Mohanarajah, Selvarajah, and T. Sritharan. "Shoot2Learn: Fix-and-Play Educational Game for Learning Programming; Enhancing Student Engagement by Mixing Game Playing and Game Programming." Journal of Information Technology Education: Research 21 (2022): 639–61. http://dx.doi.org/10.28945/5041.

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Aim/Purpose: The key objective of this research is to examine whether fix-and-play educational games improve students' performance in learning programming languages. We also quantified the flow experiences of the students and analyzed how the flow contributes to their academic performances. Background: Traditionally, learning the first computer programming language is considered challenging, In this study, we propose the fix-and-play gaming approach that utilizes the following three facts to alleviate certain difficulties associated with learning programming: 1. digital games are computer programs, 2. young students are fond of playing digital games, and 3. students are interested in creating their own games. Methodology: A simple casual game Shoot2Learn was created for learning the fundamentals of branching. A number of errors were intentionally implanted in the game at different levels, and the students were challenged to fix the bugs before continuing the game. During the play, the program keeps records of the student’s academic progress and the time logs at different stages to measure the flow experience of the students. The proposed approach was systematically evaluated using a quasi-experimental design in real classroom settings in two countries, Sri Lanka, and USA. Contribution: The results derived from this research provide empirical evidence that the fix-and-play educational games ease some challenges in learning programming and motivate the students to play and learn. Findings: The results show that the first-year programming students who play the fix-and-play game gain statistically significant improvement in their academic performance. However, the result fails to suggest a significant positive correlation between the flow experience and academic performance. Recommendations for Practitioners: Empowering the students to fix the bugs in the educational games they play will motivate them to stay in the game and learn continuously. However, we have to make sure that the types and timing of bugs do not hinder the flow experience of the players, Recommendation for Researchers: Students normally play industry-level high-quality games. Experience and interest in game-playing differ significantly between students. Gender difference also plays an important role in selecting game genres. We need to identify how to address these issues when resources are not sufficient to provide an individualized gaming experience. Impact on Society: Programming is an essential skill for computer science students. The outcome of this research shows that the proposed approach helps to reduce the disenchantment associated with learning the first programming language. Future Research: Further investigation is necessary to verify whether the AI techniques such as user modeling can be used in educational games to reduce the effects of uncertainty associated with the variations in students' gaming skills and other factors.
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Maxim, Bruce R., and Bruce S. Elenbogen. "Teaching programming algorithms aided by computer graphics." ACM SIGCSE Bulletin 19, no. 1 (February 1987): 297–301. http://dx.doi.org/10.1145/31726.31775.

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