[Lecture Games] Python programming game
Pythia is a programming game that allows the player to change pieces of their
environment through use of the programming language Python. The idea is that the
game could be used as a part of teaching simple programming to ﬁrst year university
students. The game should be fun enough for the students to keep playing, teach
enough for it to earn a place as a teaching tool, and it should be usable by all
students. It should also be possible for a teacher to create their own content for the
Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware acceleration
library. A simple story was invented and there was some research on learning and
programming in games.
A set of levels was made, matching the story and introducing puzzles related to
simple programming. These levels were used in testing to collect data on usability,
entertainment, and learning. There were also tests of the performance of the game
on several systems, and an evaluation was made on creating content for the game.
The game has potential for being used to teach programming to ﬁrst year
students, as testers found it to be both fun and educational. We do not know if it
would be possible to use it, as it does not currently run on thin clients. If students
can run it, we feel that it should be possible for teachers to create puzzles that
emulate the teaching goal.
Place, publisher, year, edition, pages
Institutt for datateknikk og informasjonsvitenskap , 2011. , 108 p.
ntnudaim:5869, MTDT datateknikk, Spillteknologi, Komplekse datasystemer
IdentifiersURN: urn:nbn:no:ntnu:diva-13582Local ID: ntnudaim:5869OAI: oai:DiVA.org:ntnu-13582DiVA: diva2:440517
Wang, Alf Inge, Førsteamanuensis