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Educational
Games for
K-12 Computer
Science
Michael Miljanovic • Jeremy S. Bradbury
Software Quality Research Lab
Ontario Tech University
Oshawa, ON, Canada
michael.miljanovic@ontariotechu.ca
jeremy.bradbury@ontariotechu.ca
http://www.sqrlab.ca
ACSE 2020
Acknowledgements
Michael Miljanovic, Luisa Rojas Garcia, Jana Kanagalingam,
Onyedikachi Kalu, Daniel Hope, Damon Barton,
Kashif Hussain, Ibrahim Mushtaq, Scott McLean
2© M.A. Miljanovic & J.S. Bradbury
What is a Serious Game?
• A game that is not purely for entertainment
• Has a serious purpose – usually learning
• Can still be fun!
• Serious game ≠ gamification
3© M.A. Miljanovic & J.S. Bradbury
Serious Programming Games
4© M.A. Miljanovic & J.S. Bradbury
Code Hunt, Code Combat
Lightbot 2.0, Gidget
Questions
What kinds of serious
programming games
are available?
What programming
concepts does each
serious game cover?
Do existing serious
games actually help
student learn
programming?
5© M.A. Miljanovic & J.S. Bradbury
Michael A. Miljanovic, Jeremy S.
Bradbury. “A Review of Serious
Games for Programming,” Proc. of the
4th Joint Conference on Serious
Games (JCSG 2018), pages 204-216,
Nov. 7-8, 2018.
6© M.A. Miljanovic & J.S. Bradbury
A Review of
Serious
Programming
Games
Identification
Serious Programming
Games
(49)
Games in the
Research Literature
(40)
Industry/Commercial
Games
(4)
Academic/Research
Games
(36)
Commercial Games
(9)
7© M.A. Miljanovic & J.S. Bradbury
Audience
14%
8%
43%
35%
Children
High School
Adult Novices
Adult Adepts
8© M.A. Miljanovic & J.S. Bradbury
Serious Programming Game Content
ACM/IEEE-CS Joint Task
Force on Computing
Curricula: Computer
Science Curricula 2013.
ACM Press & IEEE
Computer Society Press
(2013).
Available at:
https://www.acm.org/binar
ies/content/assets/educatio
n/cs2013_web_final.pdf
9© M.A. Miljanovic & J.S. Bradbury
Serious Programming Game Content
Algorithms &
Design
(e.g. Problem
Solving)
Fundamental
Programming
Concepts
(e.g.
Conditionals
& iteratives)
Development
Methods
(e.g.
Debugging
strategies)
Fundamental
Data
Structures
(e.g. Arrays)
Software
Design
(e.g. Object-
oriented
design)
Software Development Fundamentals
Software
Engineering
ACM/IEEE-CS Joint Task Force on Computing Curricula: Computer Science Curricula 2013. ACM Press & IEEE Computer
Society Press (2013).
10© M.A. Miljanovic & J.S. Bradbury
11© M.A. Miljanovic & J.S. Bradbury
Assessment of serious
programming game
content available at:
http://bit.ly/csgamescontent
List of games available at:
http://bit.ly/csgameslist
Serious Programming Game Content
12© M.A. Miljanovic & J.S. Bradbury
Assessment of serious
programming game
evaluations available at:
http://bit.ly/cagameseval
List of games available at:
http://bit.ly/csgameslist
Serious Programming Game Evaluations
Evaluation of Serious Programming
Games
• Learning efficacy of serious programming
games is not well understood
• Lack of standardized evaluation methodology
• Few studies include empirical data for
reproducibility
13© M.A. Miljanovic & J.S. Bradbury
Serious Games in the SQR Lab
14© M.A. Miljanovic & J.S. Bradbury
Michael A. Miljanovic, Jeremy S.
Bradbury. “Robot ON!: A Serious
Game for Improving Programming
Comprehension,” Proc. of
the 5th International Workshop on
Games and Software Engineering
(GAS 2016), pages 33-36, May
2016.
15© M.A. Miljanovic & J.S. Bradbury
Robot ON!: A
Serious Game for
Improving
Programming
Comprehension
Motivation
• Many students struggle in introductory
computer programming courses
• Students especially struggle to understand
code they did not write themselves
• Most serious games about programming
involve players writing their own code
• BUT students lack programming
comprehension skills
16© M.A. Miljanovic & J.S. Bradbury
Robot ON!
• Two dimensional
• The player can run, climb, or fall through lines of
code
• Mimics a real code environment by allowing
navigation similar to a word processor cursor
• Tools provided to the player allow them to
interact with different puzzle tasks
• Each line of code may have any number of puzzle
tasks
17© M.A. Miljanovic & J.S. Bradbury
Robot ON! Puzzle Tasks
• Puzzle tasks focus on understanding key
programming concepts.
18© M.A. Miljanovic & J.S. Bradbury
Variable Values
Data Type
Identification
Program
Statements
Control Flow
Robot ON! Demo
19© M.A. Miljanovic & J.S. Bradbury
https://robogames.science.uoit.ca/RoboDemo/
Customizing Robot ON!
• Robot ON! was designed to be customizable
and extendible by course instructors
• Levels can be created for different programming
languages
• Puzzle tasks can be created to target specific
students and learning materials
• Creating puzzle tasks provides students a chance
to learn through failure!
20© M.A. Miljanovic & J.S. Bradbury
Michael A. Miljanovic, Jeremy S.
Bradbury. “RoboBUG: A Serious
Game for Learning
Debugging,” Proc. of the
13th Annual ACM International
Computing Education Research
Conference (ICER 2017), pages 93-
100, Aug. 2017.
21© M.A. Miljanovic & J.S. Bradbury
RoboBUG: A
Serious Game
for Learning
Debugging
Debugging Techniques for Novices
Code
Tracing
BreakpointsPrint
Statements
Divide &
Conquer
22© M.A. Miljanovic & J.S. Bradbury
RoboBUG Demo
23© M.A. Miljanovic & J.S. Bradbury
https://robogames.science.uoit.ca/RoboDemo/
Luisa Rojas Garcia, Michael A.
Miljanovic, Jeremy S. Bradbury.
“Threaded Paws: A Serious
Game for Learning the Pitfalls of
Concurrent Programming,” In
Technology Showcase at the
27th Annual International
Conference on Computer Science
and Software Engineering
(CASCON 2017), Nov. 2017.
24© M.A. Miljanovic & J.S. Bradbury
Threaded Paws: A
Serious Game for
Learning the Pitfalls
of Concurrent
Programming
Concurrency Pitfalls
• Starvation
• Deadlock
25© M.A. Miljanovic & J.S. Bradbury
Threaded Paws Demo
26© M.A. Miljanovic & J.S. Bradbury
http://www.sqrlab.ca/threaded-paws/
Michael A. Miljanovic, Jeremy S.
Bradbury. “GidgetML: An Adaptive
Serious Game for Enhancing First
Year Programming Labs,” Proc. of
the 42nd International Conference
on Software Engineering (ICSE
2020), The Software Engineering
Education and Training (SEET)
track, May 2020. (to appear)
27© M.A. Miljanovic & J.S. Bradbury
GidgetML
Michael A. Miljanovic, Jeremy S.
Bradbury. “Making Serious
Programming Games
Adaptive,” Proc. of the 4th Joint
Conference on Serious Games (JCSG
2018), pages 253-259, Nov. 7-8,
2018.
Problem
• Computer science
(CS) is a heavily
targeted field for
serious games
• Programming
games are rarely
customizable
– Large workloads for
experts
28© M.A. Miljanovic & J.S. Bradbury
Our Solution
• Automatically adapt game play tasks based on
non-invasive player assessments
• Use Competence-based Knowledge Space
Theory (CbKST) to aid in selecting tasks that
improve learner competences
29© M.A. Miljanovic & J.S. Bradbury
Automatic Adaptation
30© M.A. Miljanovic & J.S. Bradbury
Identify Model
BuildEvaluate
Identify
• Technical Factors
• Prefer open-source P
• High quality and robust code P
• Games with a playability study P
• Learning Factors
• Determine topics and learning outcomes P
• Prefer games with a diverse audience P
• Games with existing evaluations PPP
31© M.A. Miljanovic & J.S. Bradbury
Creating an Adaptive Version of
Gidget
32© M.A. Miljanovic & J.S. Bradbury
Task Model
Goal/Objective
• Move Gidget
to the dog
Learning
Content
• Debugging
Game
Elements
• Starting code
Parameters
• Energy limit
33© M.A. Miljanovic & J.S. Bradbury
Task Model
Goal/Objective
• Move Gidget
to the dog
Learning
Content
• Debugging
Game
Elements
• Starting code
Parameters
• Energy limit
34© M.A. Miljanovic & J.S. Bradbury
Success Rate
• Number of
failed
submissions
Comprehension
• Errors in
levels with
conditionals
Engagement
• Completed
10/15 levels
before
quitting
Play Skill
• Completed
previous level
in 3 minutes
Assessment Model
GidgetML Adaptations
Low Competence High Competence
35© M.A. Miljanovic & J.S. Bradbury
Research
Questions
© M.A. Miljanovic & J.S. Bradbury 36
Does Gidget benefit
from adaptation?
Is an adaptive version
of Gidget effective at
adapting to a learner’s
level of competency?
Results
• 100 first year undergraduate students enrolled in a CS
program
– Average age: 18.5 years
– 81 men, 12 women, 7 transgendered or not willing
to specify
• Administered in first day of laboratories, across 6
different sections
• 23% had never taken a CS course before
• 30% had never written a program before
37© M.A. Miljanovic & J.S. Bradbury
Participants
38© M.A. Miljanovic & J.S. Bradbury
32%
68%
Gidget GidgetML
Variance of Failure Rate
39© M.A. Miljanovic & J.S. Bradbury
Variance of Failure Rate
40© M.A. Miljanovic & J.S. Bradbury
Variance of Energy Usage
41© M.A. Miljanovic & J.S. Bradbury
Variance of Energy Usage
42© M.A. Miljanovic & J.S. Bradbury
Summary
• There is data to support implementing an
adaptive version of Gidget
– Learners demonstrated a high level of variance in
both their failures and the efficiency of their
solutions
• GidgetML significantly decreased variance
among those who played the game
– Did not require substantial alterations to the game’s
source code
– Variance continued to decrease as more data was
collected
43© M.A. Miljanovic & J.S. Bradbury
Serious Games in the SQR Lab
• All games are open sourced and available on
GitHub
https://github.com/sqrlab
44© M.A. Miljanovic & J.S. Bradbury
Educational
Games for
K-12 Computer
Science
Michael Miljanovic • Jeremy S. Bradbury
Software Quality Research Lab
Ontario Tech University
Oshawa, ON, Canada
michael.miljanovic@ontariotechu.ca
jeremy.bradbury@ontariotechu.ca
http://www.sqrlab.ca
ACSE 2020

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Educational Games for K-12 Computer Science (ACSE 2020)

  • 1. Educational Games for K-12 Computer Science Michael Miljanovic • Jeremy S. Bradbury Software Quality Research Lab Ontario Tech University Oshawa, ON, Canada michael.miljanovic@ontariotechu.ca jeremy.bradbury@ontariotechu.ca http://www.sqrlab.ca ACSE 2020
  • 2. Acknowledgements Michael Miljanovic, Luisa Rojas Garcia, Jana Kanagalingam, Onyedikachi Kalu, Daniel Hope, Damon Barton, Kashif Hussain, Ibrahim Mushtaq, Scott McLean 2© M.A. Miljanovic & J.S. Bradbury
  • 3. What is a Serious Game? • A game that is not purely for entertainment • Has a serious purpose – usually learning • Can still be fun! • Serious game ≠ gamification 3© M.A. Miljanovic & J.S. Bradbury
  • 4. Serious Programming Games 4© M.A. Miljanovic & J.S. Bradbury Code Hunt, Code Combat Lightbot 2.0, Gidget
  • 5. Questions What kinds of serious programming games are available? What programming concepts does each serious game cover? Do existing serious games actually help student learn programming? 5© M.A. Miljanovic & J.S. Bradbury
  • 6. Michael A. Miljanovic, Jeremy S. Bradbury. “A Review of Serious Games for Programming,” Proc. of the 4th Joint Conference on Serious Games (JCSG 2018), pages 204-216, Nov. 7-8, 2018. 6© M.A. Miljanovic & J.S. Bradbury A Review of Serious Programming Games
  • 7. Identification Serious Programming Games (49) Games in the Research Literature (40) Industry/Commercial Games (4) Academic/Research Games (36) Commercial Games (9) 7© M.A. Miljanovic & J.S. Bradbury
  • 8. Audience 14% 8% 43% 35% Children High School Adult Novices Adult Adepts 8© M.A. Miljanovic & J.S. Bradbury
  • 9. Serious Programming Game Content ACM/IEEE-CS Joint Task Force on Computing Curricula: Computer Science Curricula 2013. ACM Press & IEEE Computer Society Press (2013). Available at: https://www.acm.org/binar ies/content/assets/educatio n/cs2013_web_final.pdf 9© M.A. Miljanovic & J.S. Bradbury
  • 10. Serious Programming Game Content Algorithms & Design (e.g. Problem Solving) Fundamental Programming Concepts (e.g. Conditionals & iteratives) Development Methods (e.g. Debugging strategies) Fundamental Data Structures (e.g. Arrays) Software Design (e.g. Object- oriented design) Software Development Fundamentals Software Engineering ACM/IEEE-CS Joint Task Force on Computing Curricula: Computer Science Curricula 2013. ACM Press & IEEE Computer Society Press (2013). 10© M.A. Miljanovic & J.S. Bradbury
  • 11. 11© M.A. Miljanovic & J.S. Bradbury Assessment of serious programming game content available at: http://bit.ly/csgamescontent List of games available at: http://bit.ly/csgameslist Serious Programming Game Content
  • 12. 12© M.A. Miljanovic & J.S. Bradbury Assessment of serious programming game evaluations available at: http://bit.ly/cagameseval List of games available at: http://bit.ly/csgameslist Serious Programming Game Evaluations
  • 13. Evaluation of Serious Programming Games • Learning efficacy of serious programming games is not well understood • Lack of standardized evaluation methodology • Few studies include empirical data for reproducibility 13© M.A. Miljanovic & J.S. Bradbury
  • 14. Serious Games in the SQR Lab 14© M.A. Miljanovic & J.S. Bradbury
  • 15. Michael A. Miljanovic, Jeremy S. Bradbury. “Robot ON!: A Serious Game for Improving Programming Comprehension,” Proc. of the 5th International Workshop on Games and Software Engineering (GAS 2016), pages 33-36, May 2016. 15© M.A. Miljanovic & J.S. Bradbury Robot ON!: A Serious Game for Improving Programming Comprehension
  • 16. Motivation • Many students struggle in introductory computer programming courses • Students especially struggle to understand code they did not write themselves • Most serious games about programming involve players writing their own code • BUT students lack programming comprehension skills 16© M.A. Miljanovic & J.S. Bradbury
  • 17. Robot ON! • Two dimensional • The player can run, climb, or fall through lines of code • Mimics a real code environment by allowing navigation similar to a word processor cursor • Tools provided to the player allow them to interact with different puzzle tasks • Each line of code may have any number of puzzle tasks 17© M.A. Miljanovic & J.S. Bradbury
  • 18. Robot ON! Puzzle Tasks • Puzzle tasks focus on understanding key programming concepts. 18© M.A. Miljanovic & J.S. Bradbury Variable Values Data Type Identification Program Statements Control Flow
  • 19. Robot ON! Demo 19© M.A. Miljanovic & J.S. Bradbury https://robogames.science.uoit.ca/RoboDemo/
  • 20. Customizing Robot ON! • Robot ON! was designed to be customizable and extendible by course instructors • Levels can be created for different programming languages • Puzzle tasks can be created to target specific students and learning materials • Creating puzzle tasks provides students a chance to learn through failure! 20© M.A. Miljanovic & J.S. Bradbury
  • 21. Michael A. Miljanovic, Jeremy S. Bradbury. “RoboBUG: A Serious Game for Learning Debugging,” Proc. of the 13th Annual ACM International Computing Education Research Conference (ICER 2017), pages 93- 100, Aug. 2017. 21© M.A. Miljanovic & J.S. Bradbury RoboBUG: A Serious Game for Learning Debugging
  • 22. Debugging Techniques for Novices Code Tracing BreakpointsPrint Statements Divide & Conquer 22© M.A. Miljanovic & J.S. Bradbury
  • 23. RoboBUG Demo 23© M.A. Miljanovic & J.S. Bradbury https://robogames.science.uoit.ca/RoboDemo/
  • 24. Luisa Rojas Garcia, Michael A. Miljanovic, Jeremy S. Bradbury. “Threaded Paws: A Serious Game for Learning the Pitfalls of Concurrent Programming,” In Technology Showcase at the 27th Annual International Conference on Computer Science and Software Engineering (CASCON 2017), Nov. 2017. 24© M.A. Miljanovic & J.S. Bradbury Threaded Paws: A Serious Game for Learning the Pitfalls of Concurrent Programming
  • 25. Concurrency Pitfalls • Starvation • Deadlock 25© M.A. Miljanovic & J.S. Bradbury
  • 26. Threaded Paws Demo 26© M.A. Miljanovic & J.S. Bradbury http://www.sqrlab.ca/threaded-paws/
  • 27. Michael A. Miljanovic, Jeremy S. Bradbury. “GidgetML: An Adaptive Serious Game for Enhancing First Year Programming Labs,” Proc. of the 42nd International Conference on Software Engineering (ICSE 2020), The Software Engineering Education and Training (SEET) track, May 2020. (to appear) 27© M.A. Miljanovic & J.S. Bradbury GidgetML Michael A. Miljanovic, Jeremy S. Bradbury. “Making Serious Programming Games Adaptive,” Proc. of the 4th Joint Conference on Serious Games (JCSG 2018), pages 253-259, Nov. 7-8, 2018.
  • 28. Problem • Computer science (CS) is a heavily targeted field for serious games • Programming games are rarely customizable – Large workloads for experts 28© M.A. Miljanovic & J.S. Bradbury
  • 29. Our Solution • Automatically adapt game play tasks based on non-invasive player assessments • Use Competence-based Knowledge Space Theory (CbKST) to aid in selecting tasks that improve learner competences 29© M.A. Miljanovic & J.S. Bradbury
  • 30. Automatic Adaptation 30© M.A. Miljanovic & J.S. Bradbury Identify Model BuildEvaluate
  • 31. Identify • Technical Factors • Prefer open-source P • High quality and robust code P • Games with a playability study P • Learning Factors • Determine topics and learning outcomes P • Prefer games with a diverse audience P • Games with existing evaluations PPP 31© M.A. Miljanovic & J.S. Bradbury
  • 32. Creating an Adaptive Version of Gidget 32© M.A. Miljanovic & J.S. Bradbury
  • 33. Task Model Goal/Objective • Move Gidget to the dog Learning Content • Debugging Game Elements • Starting code Parameters • Energy limit 33© M.A. Miljanovic & J.S. Bradbury
  • 34. Task Model Goal/Objective • Move Gidget to the dog Learning Content • Debugging Game Elements • Starting code Parameters • Energy limit 34© M.A. Miljanovic & J.S. Bradbury Success Rate • Number of failed submissions Comprehension • Errors in levels with conditionals Engagement • Completed 10/15 levels before quitting Play Skill • Completed previous level in 3 minutes Assessment Model
  • 35. GidgetML Adaptations Low Competence High Competence 35© M.A. Miljanovic & J.S. Bradbury
  • 36. Research Questions © M.A. Miljanovic & J.S. Bradbury 36 Does Gidget benefit from adaptation? Is an adaptive version of Gidget effective at adapting to a learner’s level of competency?
  • 37. Results • 100 first year undergraduate students enrolled in a CS program – Average age: 18.5 years – 81 men, 12 women, 7 transgendered or not willing to specify • Administered in first day of laboratories, across 6 different sections • 23% had never taken a CS course before • 30% had never written a program before 37© M.A. Miljanovic & J.S. Bradbury
  • 38. Participants 38© M.A. Miljanovic & J.S. Bradbury 32% 68% Gidget GidgetML
  • 39. Variance of Failure Rate 39© M.A. Miljanovic & J.S. Bradbury
  • 40. Variance of Failure Rate 40© M.A. Miljanovic & J.S. Bradbury
  • 41. Variance of Energy Usage 41© M.A. Miljanovic & J.S. Bradbury
  • 42. Variance of Energy Usage 42© M.A. Miljanovic & J.S. Bradbury
  • 43. Summary • There is data to support implementing an adaptive version of Gidget – Learners demonstrated a high level of variance in both their failures and the efficiency of their solutions • GidgetML significantly decreased variance among those who played the game – Did not require substantial alterations to the game’s source code – Variance continued to decrease as more data was collected 43© M.A. Miljanovic & J.S. Bradbury
  • 44. Serious Games in the SQR Lab • All games are open sourced and available on GitHub https://github.com/sqrlab 44© M.A. Miljanovic & J.S. Bradbury
  • 45. Educational Games for K-12 Computer Science Michael Miljanovic • Jeremy S. Bradbury Software Quality Research Lab Ontario Tech University Oshawa, ON, Canada michael.miljanovic@ontariotechu.ca jeremy.bradbury@ontariotechu.ca http://www.sqrlab.ca ACSE 2020