Playing in class: Two game experiences in university teaching
When the semester started I reflected on how I could introduce games into my regular university courses. Now that the semester is almost over, it is a good time to look back and check on my progress.
Laboratorio de Programación de Sistemas (LPS)
LPS is a 3rd year laboratory on programming. The students are implementing in Java an advanced version of the traditional Battleship board game. It is an incremental exercise, starting with very simple console interfaces and then increasing the complexity to include new rules and interfaces.
As of today, the sudents have already delivered the first two iterations, now including a GUI and special shooting options. The exercises are designed with enough flexibility so as to allow the students to go for the bare minimum required to pass or to improve their implementations.
The results have been varied, as it is natural in a class with 140 students. While some students have been struggling with creating an event-driven game and others have settled for the bare minimum, there have been a few groups that have delivered some very interesting exercises. One group has implemented a very advanced an interesting GUI for the game, including life-bars for the different ships, target-grid cursors and some other effects. I was very glad to see this because they are aware that, given the restrictions of the course, this will not translate into a better mark. This means that, within the culture of the minimum effort to pass, some students are enjoying a practical exercise which is more appealing that the typical enterprise-based exercises.
It is not game-based learning, but at least we get to play a bit during the evaluation sessions
Introducción a la Programación (IP)
IP is a first year course on Programming Fundamentals. Here it is somewhat more complicated to introduce games, but I still wanted to do something. The last day before the exams break I prepared a game session with the help of my colleague José Ramón Pérez Agüera (actually, he did most of the work). The concept was simple: we prepared around 80 quiz questions about the contents of the first semester and put them into an opensource Trivial game.
In class I separated the students in four groups and we played for a bit more than an hour. When a group failed to answer a question, I explained the solution in the board for the class (and did the same thing if anyone asked why a specific answer was correct).
From an educational point of view it was a positive experience: It served all of us to gauge the current level of knowledge before the exam, it was a chance to revisit in class some nuances of data types and procedure invocation and it also helped the students see some prototipical quiz questions in the subject.
From a motivation point of view it also seemed positive (although not flawless). Out of 15 students in class, I perceived that at least two of them didn’t really engage in the activity. However, most of them apparently liked the experience and soon the competitive aspects of the game engaged them. While the class was scheduled to finish at 18:50, it was already 19:00 when they decided they wanted a final round to break the tie between the two leading teams.
The class ended almost 20 minutes late. Considering that mine was the last session in a Friday evening, I am quite happy with the results.
Regarding the tipical factor of time-constraints, neither approach required an excessive increase in my workload. While these activities are not revolutionary steps, I am glad to be see a positive response by the students so far. Let’s see what happens in the second semester.
