Shapemaker: A game-based introduction to programming

Nicholas Masso, Lindsay Grace

Research output: Chapter in Book/Report/Conference proceedingConference contribution

10 Scopus citations

Abstract

As emphasis on Science, Technology, Engineering, and Math (STEM) initiatives increase, students are at a fragile point in their education. It is imperative that students learn core skills like computer programming and procedural logic necessary to living in today's increasingly digital society. Our new game Shapemaker solves these problems in game-based learning that incorporates an engaging augmented reality interface. ShapeMaker utilizes a table-based tactile interface that bridges physical actions with digital results, allowing players to learn basic concepts in programming by playing a card game. Shapemaker aims to transform the process of introducing new students to the world of programming and create a new, wider demographic of computer programmers. This article is a preliminary study of Shapemaker, documenting its concept, current design, and directions for development.

Original languageEnglish (US)
Title of host publicationProceedings of CGAMES'2011 USA - 16th International Conference on Computer Games
Subtitle of host publicationAI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games
Pages168-171
Number of pages4
DOIs
StatePublished - 2011
Event16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, CGAMES'2011 - Louisville, KY, United States
Duration: Jul 27 2011Jul 30 2011

Publication series

NameProceedings of CGAMES'2011 USA - 16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games

Conference

Conference16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, CGAMES'2011
Country/TerritoryUnited States
CityLouisville, KY
Period7/27/117/30/11

Keywords

  • augmented reality
  • collaborative learning
  • computer science education
  • educational games
  • serious games

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Software

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