Experimental Feedback On Prog&Play: A Serious Game For Programming Practice
Experimental Feedback On Prog&Play: A Serious Game For Programming Practice
Abstract
This paper presents an experimental feedback on a serious game dedicated to strengthening programming skills.
This serious game, called Prog&Play, is built on an open source real-time strategy game. Its goal is to be compatible
with different students, teachers and institutions. We based its evaluation on an iterative process that allows to
implement the game and carry out experimentations in several contexts. Through this assessment, we define a
framework which has been tested by third parties and we analyse both positive and negative points to improve
the project. Evaluation is indeed beneficial and enables you to establish communication about the implemented
practices.
Keywords: serious game, video game, RTS, programming, Prog&Play
Categories and Subject Descriptors (according to ACM CCS): K.3.2 [Computer and Education]: Computer
and Information Science Education–Computer science education I.3.0 [Computer Graphics]: General—
1. Introduction U.S. movie market [Num] ($10 billion in 2008). Students cur-
rently in universities were born in the video games era. Thus,
In many countries, students are becoming less and less inter- those games are as much a part of their culture as TV, movies
ested in science. In computer science, for example, accord- or books. We think that the use of video games technologies
ing to Crenshaw et al. [CCMT08] and Kelleher [Kel06], the in a serious game context to practice programming could be
number of students has been shrinking. Moreover, ‘colleges a solution to attract and retain students in computer science.
and universities routinely report that 50% or more of those Currently, serious games exist in several fields such as edu-
students who initially choose computer science study soon cation, government, health, defence, industry, civil security
decide to abandon it’ [ACM05, p. 39]. Our university has and science. Let us first define a serious game.
been experiencing the same phenomenon with a decrease of
16.6% over the last 4 years in students studying computer For Zyda [Zyd05], a serious game is ‘a mental contest,
science. played with a computer in accordance with specific rules,
that uses entertainment to further government or corporate
To find a solution to this problem, we bet on serious games. training, education, health, public policy, and strategic com-
Since the first boom in video games in the 1980s, the gaming munication objectives’. Serious games use entertainment to
industry has held an important place in the world market. pursue different learning objectives. For example: ‘Darfur
According to the Entertainment Software Association fig- is dying’ [Dar] tries to raise public awareness; ‘Tactical
ures [Ent09], in 2008 the market of U.S. computer and video Language & Culture’ [Tac] aims to teach foreign languages
games amounted to $11.5 billion. This has overwhelmed the and cultures; ‘America’s Army’ [Ame] tries to recruit young
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62 M. Muratet et al. / Experimental Feedback on Prog&Play
people for the U.S. Army. Serious games should be created games are Marvin’s Arena [Mar] using any .NET compatible
according to the needs and expectations of different sectors, language, Gun-Tactyx [Gun] using SMALL and Robot Battle
and within the available resources (physical and financial) [Robb] using a specific script language.
for their implementation.
Colobot [Col] is the only example we know of a com-
plete video game which mixes interactivity, storytelling and
1.1. Related work programming. In this game, the user must colonise a planet
using some robots that s/he is able to program in a specific
Learning programming is the basis of computer science train- object-oriented programming language similar to C++.
ing and an important topic in many scientific courses. How-
ever, programming fundamentals are hard to learn, especially
for novices. Several approaches exist to motivate students. 1.2. Overview
For example, Stevenson and Wagner [SW06] analyse assign-
ments from textbooks and historical usage to look for stu- Our approach consists in reusing existing games as the basis
dents’ problems and propose a ‘good programming assign- of a serious game and making it compatible with a maxi-
ment’ in computer science. These exercises could be com- mum of teaching contexts. There are many open source video
pleted by using block-based graphical languages like Scratch game projects available on the Internet. We think that reusing
[MBK*04], StarLogo [KY05] or Alice2 [KCC*02]. Indeed, them offers advantages in playing and robustness. To build
these novice-programming environments allow students to our serious game, we used an open source real-time strat-
forget syntax and directly experiment with programming. egy game. Building an efficient tool for a specific teaching
course is interesting, and it can often be reused in other con-
Another approach uses video games to hook the player texts. Our approach consists in working on a serious game
and bring him/her into programming. Two uses have been compatible with different students, teachers and institutions.
experimented: implementing new video games and play- This serious game is called Prog&Play and is introduced in
ing video games. For example, Chen and Cheng [CC07] Section 2.
asked students to implement in C++, through a collabora-
tive project, a small-to-medium scale interactive computer The evaluation of this type of tools in real contexts is a
game in one semester, using a game framework. Gestwicki complex task mainly because of the large number of un-
and Sun [GS08] based a case study on EEClone. This game controllable parameters. An iterative evaluation is proposed
is an arcade-style computer game implemented in Java: stu- (Section 3) and results are presented in the context of several
dents analyse various design patterns within EEClone, and experimentations.
from this experiment, learn how to apply design patterns in
their own game software. Leutenegger and Edgington [LE07]
used a ‘Game First’ approach to teach introductory program- 2. Prog&Play
ming. These authors believe that game programming moti-
vates most new students. They have used two-dimensional We consider Prog&Play as a serious game dedicated to pro-
game development as a unifying theme. gramming practice. Prog&Play is based on an open source
real-time strategy (RTS) game called Kernel Panic [Ker].
Another solution is to let students learn when they play Kernel Panic uses computer science metaphors, such as bits
a game. Wireless Intelligent agent Simulation Environment and pointers, as units (i.e. graphical objects which are con-
(WISE) [CHYH04] combines activities from virtual and trolled by the player). It is a simplified RTS with the follow-
physical versions of the Wumpus World game. It enables ing features: there is no resource management except for time
physically distributed agents to play an interactive game and space; all units are free to create; it has a small technol-
and provides a dynamic learning environment that can en- ogy improvement tree with fewer than 10 units; and it uses
hance a number of computer science courses: it can be used low-end vectorial graphics which match the universe. Owing
as a medium to demonstrate techniques in lectures; during to these characteristics, differences between two players are
classes, students can carry out practical work that tests, ex- about strategies and tactics used (and not about knowledge
pands, or modifies the simulator. The Wumpus World game of units features and relative advantages). Thus, the game is
can be played cooperatively or competitively. action-oriented while always remaining user friendly.
Robocode [Roba] is a Java programming game, where Kernel Panic takes place inside a computer where play-
the goal is to develop a robot battle tank to fight against ers command one of the three available factions: ‘Systems’,
other tanks programmed by other players. It is designed to ‘Hackers’ and ‘Networks’. Each of them offers units, such
help people learn Java programming. The robot battles are as Bits, Bytes and Assemblers for the System side, Virus,
running in real time and on-screen. It is suitable for all kinds Bugs and Worms for the Hacker side and Ports, Firewalls
of programmers from beginners (simple robot behaviour can and Packets for the Network side. Figure 1 shows the hier-
be written in just a few minutes) to experts (perfecting an archy of unit development for System factions. The Kernel
AI—Artificial Intelligence—can take months). Other such (which is the main unit of Systems) can build Bits, Bytes,
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M. Muratet et al. / Experimental Feedback on Prog&Play 63
Table 1: Specification of the Prog&Play API.
Operators Descriptions
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64 M. Muratet et al. / Experimental Feedback on Prog&Play
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M. Muratet et al. / Experimental Feedback on Prog&Play 65
game mode (campaign or skirmish), transforms the program- iment, the research team has to define a theoretical intent and
ming game into a pedagogical artefact, that is a serious game. specify disciplinary ideas and forms of teaching which con-
As each entity can be changed as long as it interfaces with stitute the prospective goals or endpoints for student learn-
the two others, new versions of the serious game can be ing. The challenge is to formulate a design which embodies
built. For example, we can replace Kernel Panic with an- testable conjectures about both significant shifts in student
other game, create new campaigns adapted to object-oriented learning and the specific means of supporting those shifts.
programming teaching or work with different programming In our experiments, the theory we attempt to develop is the
languages. process of learning programming through serious games.
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66 M. Muratet et al. / Experimental Feedback on Prog&Play
motivated by programming but very motivated by video The teaching team’s required condition to validate the
games. This questionnaire is based on the goals of Viau game’s integration into the curriculum concerns the ability
[Via97]; the value and success expectation model of Ban- of the serious game to preserve basic knowledge processed
dura [Ban97]; and the causal model of Pintrich and Schunk during standard teaching. Table 2 shows teaching objectives
[PS96]. Each model suggests specific indicators which we of standard practical work (PW) sessions.
adapted to students’ motivation in learning programming
and practising video games. We drew inspiration from the PW sessions one, three and four were modified. After
‘motivated strategies for learning’ questionnaire [PMB93]. validation by the teaching team, modifications are as follows:
PW Objectives
1 Working environment presentation: operating system (Linux - Mandriva 2008), window manager (KDE), OCaml interactive
loop and word processor (Kate).
2 Arithmetical functions: pattern matching, n-tuple parameter, closure and recursion; introduction to dichotomy.
3 Use of the graphical library: definition of a library, trigonometrical arithmetic, optimisation and recursion.
4 Lists handling: list management and construction; pattern matching and recursion with lists; introduction to predicates;
sorting.
5 and 6 Data structures management: reuse of previous functions; projection, doublet removal, selection, update and sorting; user data
type manipulation.
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M. Muratet et al. / Experimental Feedback on Prog&Play 67
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68 M. Muratet et al. / Experimental Feedback on Prog&Play
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M. Muratet et al. / Experimental Feedback on Prog&Play 69
• Q1: In your opinion, is it interesting to use a video game Table 3: Average and median answers of questions presented Fig-
to learn how to program? (1=“not at all”, 7=“essential”) ure 7 for the two first iterations (highest possible value being 7).
• Q2: Do you think that practical work sessions based on
a video game are adapted to this course? (1=“not at all”, 1st iteration 2nd iteration
7=“perfectly adapted”)
Q1 Q2 Q1 Q2
The main criticisms are levelled at the teaching aids that are
considered too descriptive and over-prescriptive. We suggest
Figure 8: Students’ satisfaction for the hierarchy of the play- that this feeling has counterbalanced the game understanding.
ers’ needs. Thus, this experiment highlights that results obtained depend
not only on the serious game but also on the implementation,
supervision, teaching aids, etc.
graphics and visual effects, appropriate music, sound effects,
etc; Self actualization need players need to be able to transfer Nevertheless, whatever iteration, students have appreci-
their creativity and imagination into the game as long as it ated the initiative and are interested in this kind of pedagogy.
conforms to the game rules. The average and median answers to the two additional ques-
tions are presented in Table 3 for the first two iterations.
In addition, we ask students to express their criticisms,
remarks and suggestions about the serious game as well as In conclusion about this criterion, the game is functional
their point of view about the interest of a serious game to because no critical bugs were revealed during experimenta-
learn computer programming. Questions are presented in tions. The only issue is that some teachers have encountered
Figure 7. difficulties to configure their operating system to use the seri-
ous game correctly. The analysis of the hierarchy of players’
During the first two iterations, we evaluate the hierarchy needs shows that students’ satisfaction heavily depends on
of players’ needs. Figure 8 shows students’ satisfaction for implementation. This confirms the importance of supervision
each level of this hierarchy. for our serious game.
Concerning the first iteration, the lowest satisfaction level
concerns the aesthetic need with an average value of 47%. 3.3.3. Criterion 3: entertainment
The low-end vectorial graphics of Kernel Panic seem disturb-
ing to our students. Nevertheless, this simplified RTS allows This criterion has been evaluated with a questionnaire dis-
a quick learning curve which takes part in the positive satis- tributed to students at the end of experiments. Questions are
faction of lower needs. Therefore, we still think that Kernel presented in Figure 9.
Panic is not a bad choice to support Prog&Play.
The fourth question (Q4, Figure 9) was crucial for us.
For the second iteration, we observe lower satisfaction Introducing algorithmic concepts into the game should not
rates although the serious game is the same except for the new make it any less entertaining. This requirement is due to
mission (1a). To explain differences with the first iteration, our vision of serious games which have to be, above all,
we analyse remarks and criticisms expressed by students. entertaining.
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70 M. Muratet et al. / Experimental Feedback on Prog&Play
Concerning the first iteration, the average and median an- Table 4: Time spent by the teacher on each activity during one
swers to the third question (Q3, Figure 9) are, respectively, session.
5.85 and 6. These results show that students liked playing
the campaign. We think that missions’ interest is partly due Activity Time spent
to the first phase of the experimentation. The multiplayer
session allows students to become familiar with the universe Game usability 22 m 13 s
of the game and makes students’ immersion into the story Teaching contents 1 h 3 m 42 s
easier. Other tasks 41 m 27 s
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M. Muratet et al. / Experimental Feedback on Prog&Play 71
opinion said they would consider results before expressing campaign story which has a twofold objective. First, it moti-
their convictions. vates the player by making him/her protagonist in the story
development. Secondly, it gradually introduces the pedagog-
Again from the second iteration, teachers’ reports are ical contents of the serious game. At the end of the story,
mixed. On the performance side, they thought that sessions students master the programming interface and are able to
based on the serious game have been counter-productive for program their own AIs.
several students. They do not attribute this consequence to
the serious game but to the teaching aids. Like students, they For pedagogical reasons, we made the Prog&Play API
felt this documentation was too descriptive. On the plus side, available in different programming languages. Specifically,
most teachers have noticed a positive influence of the serious Scratch compatibility opens up new research vistas. Indeed, it
game on students. will be interesting to study the impact of these two technolo-
gies (block-based graphical languages and serious games)
Concerning the third iteration, teachers, who have carried on students’ motivation. Another future project consists in
out experimentations by themselves, give positive reports. adapting the serious game to other RTSes. Indeed, with the
First, Mr Guiochet said that the serious game campaign was quick evolution of video games engines, its integration into
well adapted to his students (they needed basic program- new RTSes is essential to continue entertaining students. It
ming practice and had a lot of time for this course). Indeed, would also be interesting to evaluate this approach with an-
students have shown their interest through some personal other video game genre and to compare it with our RTS-based
work which was not required. Secondly, Mrs Delozanne and serious game.
Mrs Le Calvez have been impressed by the wide range of
strategies planned and the quality of presentations prepared The Prog&Play system with Kernel Panic and com-
by students. They report that students have appreciated the patible interfaces are downloadable at http://www.irit.fr/∼
projects because they have programmed something concrete. Mathieu.Muratet/progAndPlay_en.php. If you are interested
Mrs Delozanne and Mrs Le Calvez added that their sessions in our serious game, please do not hesitate to get in touch
preparation time was quite long due to their inexperience with us!
of video games. In both instances, teachers plan to use our
serious game again next year.
In conclusion about teachers’ assessment, we can say that Acknowledgements
globally they are positive about the influence of the serious
game on students’ work. Indeed, in the second iteration the This work would not have been possible without the col-
negative evaluations are mainly attributed to the teaching laboration of several learning institutions. The authors thank
aids and not to Prog&Play. This is very encouraging for the following people and institutions: Christian Percebois
us. and Max Chevalier (department of computer science) and
Jérémie Guiochet and André Lozes (department of electrical
engineering, electronics and industrial informatics) at IUT A
4. Conclusion and future work in Toulouse; Mathias Paulin, Véronique Gaildrat and all Paul
Sabatier university teachers who took part in our experimen-
This paper describes Prog&Play, a serious game aiming to en- tation; and Elisabeth Delozanne and Françoise Le Calvez at
courage students to persevere in computer science. Through Pierre and Marie Curie university in Paris.
a theoretical framework, we designed an iterative evaluation
based on several experiments. During the first iteration, we
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