are suitable for teaching CS subjects
including many noncomputer games
or games that are based on dedicated
devices (for example, Lego robots). Our
focus is on interactive graphical computer games. It is important to recognize that in the CS education arena the
term “computer game” is often used to
refer to the attempts at, and the results
of, effective and meaningful integration of animated graphical visualization
and various degrees of interactivity. Because of the unknown entertainment
value, strictly speaking, much of these
are interesting and innovative teaching
materials and are not computer games
in a commercial sense.
As discussed in Sung et al.,
33 when
examining recent efforts in integrating
computer games into CS classes, we
observe three general categories.
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Game development classes. 1. These
are entire curricula,
7, 40 individual
classes,
4, 6, 14, 31, 39 or capstone projects2, 29
designed specifically to develop new
games as an end product. The education committee of the main professional organization for the games industry,
The International Game Developer Association (IGDA), has proposed a comprehensive curriculum framework
conveying the industry’s articulated
desires for well-trained college graduates seeking jobs in the game industry.
When evaluated against the IGDA curriculum framework, we see that these
classes cover all the major core topic
areas. Students in these classes must
be concerned with all aspects of producing a real game including entertainment value, visual quality, audio
effects, physics simulations, and real-time performance.
Game programming classes. 2.
These are classes (for example, Kuffner’s CMU course37) designed specifically to study technical aspects and issues involved in building games. For
example, topics covered may include
event loops, path planning algorithms,
and terrain representation. These
classes typically do not require building
an end product and the topics covered
are general and usually are applicable
to different domains. These classes
concentrate on covering the game programming topic area in the IGDA curriculum framework.
Game development client 3. . These
are existing CS classes that creatively in-