Sokoban: An Assignment for an Object-Oriented and GUI Programming Course

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Motivating assignments is a well-known way to promote deeper learning in programming courses. As those assignments must also be aligned with the intended learning outcomes and preferably carry some novelty, the search for adequate assignments is permanent. This poster proposes a classical 2D one-person game that provides a solid basis for discussing and applying object-oriented concepts, GUI programming, and simple patterns. It was applied in an introductory object-oriented course. Students' feedback was highly positive, and anecdotal evidence suggests improved motivation and learning. Additionally, the game can be easily extended with some extra requirements and is amenable to different degrees of scaffolding. Hence, it can be used in more introductory or more advanced courses.
Original languageEnglish
Title of host publicationSIGCSE 2024
Subtitle of host publicationProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2
Place of PublicationNew York
PublisherACM - Association for Computing Machinery
Pages1564-1565
Number of pages2
ISBN (Electronic)979-8-4007-0424-6
DOIs
Publication statusPublished - Mar 2024
Event55th ACM Technical Symposium on Computer Science Education, SIGCSE 2024 - Portland, United States
Duration: 20 Mar 202423 Mar 2024

Publication series

NameSIGCSE: Computer Science Education
PublisherACM - Association for Computing Machinery
Volume2

Conference

Conference55th ACM Technical Symposium on Computer Science Education, SIGCSE 2024
Country/TerritoryUnited States
CityPortland
Period20/03/2423/03/24

Keywords

  • assignment
  • cs1
  • education
  • event-driven programming
  • gui
  • homework
  • oop
  • pedagogy
  • programming

Cite this