ASecond-YearGamesCourse
NathanR.Sturtevant1H.JamesHoover1JonathanSchaeffer1nathanst@cs.ualberta.cahoover@cs.ualberta.cajonathan@cs.ualberta.ca
SeanGouglas2MichaelH.Bowling1
sean.gouglas@ualberta.cabowling@cs.ualberta.ca
ABSTRACT
Computergamesareamulti-billiondollarindustryandhavebecomeanimportantpartofourprivateandsociallives.Itisonlynatural,then,thatthetechnologyusedtocreategamesshouldbecomepartofacomputingsciencecurricu-lum.However,gamedevelopmentismorethanamassiveprogrammingendeavor.Today’sgamesarelargelyaboutgeneratingcontentwithinmultidisciplinaryteams.CMPUT250isanewcomputingsciencecourseattheUniversityofAlbertathatemphasizescreatinggamesinmultidisci-plinaryteams.Thispaperdescribesourexperienceswiththecourse,emphasizingtheissuesofmultidisciplinaryin-teractions:teaching,teamwork,andevaluation.
CategoriesandSubjectDescriptors
K.3[ComputersandEducation]:MiscellaneousGeneralTerms:design
Keywords:computergames,multidisciplinarystudents,multidisciplinaryteaching
1.INTRODUCTIONANDMOTIVATION
Itischallengingtokeepanacademiccurriculumrele-vant,especiallyinthequickly-evolvingfieldofcomputingscience.Thecommercialsuccessofthecomputergamesindustryisbutoneofmanyrecentdevelopmentsincom-putingthatshouldbereflectedinastate-of-the-artcom-putingsciencecurriculum.ForovertwodecadestheDe-partmentofComputingScienceattheUniversityofAlbertahashadastrongresearchgroupworkinginartificialintelli-genceappliedtoclassicalgames.In1999,thegroupbeganmovingtheirfocustowardstheartificialintelligenceneedsofthecommercialgamesindustry,establishingstrongtieswithElectronicArts,theworld’slargestgamescompany,andBioWareCorp.,aleaderinrole-playinggames.
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UniversityofAlberta,ComputingScienceDepartmentUniversityofAlberta,DepartmentofHistoryandClassics
Permissiontomakedigitalorhardcopiesofallorpartofthisworkforpersonalorclassroomuseisgrantedwithoutfeeprovidedthatcopiesarenotmadeordistributedforprofitorcommercialadvantageandthatcopiesbearthisnoticeandthefullcitationonthefirstpage.Tocopyotherwise,torepublish,topostonserversortoredistributetolists,requirespriorspecificpermissionand/orafee.
SIGCSE’08,March12–15,2008,Portland,Oregon,USA.Copyright2008ACM978-1-59593-947-0/08/0003...$5.00.
Itwaswithinthiscontextthatourdepartmentbegantoplanasenior-levelgames-programmingcourseforcomput-ingmajors.Thecoursewouldhavebeencenteredontheimplementationofalargeprojectontopofanestablishedcodebase.However,overthepastfouryearstherehasbeenanalarmingdeclineincomputingscience(CS)enrollmentsattheundergraduatelevel.Introducingaseniorundergrad-uatecoursethatwaslimitedtoCSmajorswasnotappealingasaddingmorecoursebreadthtoadecliningpopulationdidnotseemtobeagoodstrategy.
Recommendationsfromindustrialpartnersconvincedustolookintoadifferentapproach,whichalsohadthepoten-tialtostrengthentieswithotherdepartmentsoncampus.Mostgame-developmentprojectsinindustryhavetwono-tablefeaturesthathaverecentlybecomemorepronounced:•Multidisciplinaryteams.Earlycomputergameswerede-velopedbyteamsofcomputerprogrammers.Today,thegame-developmentteamiscomposedofmemberswithamultitudeofskillsets,includingprogrammers,writers,artists,andmusicians.Computingscientiststypicallycompriseaboutone-quarteroftheemployeesatlargegamescompanies,andthispercentageislikelytodecline.
•Gamecontent.Gamesoriginallywereseenasalmostex-clusivelyaprogrammingeffort.Nowgameprogrammingislargelydirectedtowardsthebuildingoftoolsforthecon-tentdevelopers(e.g.,writers,artists,musicians)tointegratetheirworkintothegame.Buildingthegamecontentcan,insomeinstances,occupythemajorityofwork.
Ourindustrypartnersmadetheimportanceofmultidisci-plinaryteamsclear.JohnBuchanan,aformerprofessorattheUniversityofAlbertaandtheformerdirectorofuniver-sityrelationsforElectronicArts,wrotetousthat,
aremanyattemptsatbuildinggamecoursesacrosstheacademy.Thegamesindustryisauniquesegmentofthesoftwareengineeringcommunity;uniqueinthattheteamsthatbuildthegamesaremultidisciplinary.Ireceivealotofrequeststoreviewcoursesinthisarea.Myadviceisalwaysthesame:makethecoursecrosstraditionalbound-aries;getengineers,artistsanddesignersworkingtogether....Ifyouhavetheflexibilitytomakethecoursemultidisci-plinary,thenyoumust.”
DavidHibbeln,DirectorofArtforBioWareCorp.,em-phasizedthesamepoint:
isonethingtojusttrainstudentstohaveasetofskills,butitismuchmoreimportanttotrainthemtousethoseskillswithinthecontextofaninterdisciplinaryproject.Theabilitytoharmonizewithagroupisoneofthemostimpor-
“There“Ittantemployeeskillswhenworkingforacompanysuchasours.”
Thiswasourmotivationforcreatingthemultidisciplinarygamescourse,CMPUT250:ComputersandGames.Sev-eralcoursesinatypicalCScurriculuminvolveteamprojects,butfewcurriculainvolveteamworkwithnon-CSstudents.Thisskillisbecomingincreasinglyimportantnotonlyinthegamesindustry,butinotherfieldsaswell,ascomputersarepervasiveinsociety.Oneprogramthattakesasimilarap-proachtooursisatCarnegieMellon[5].OurcoursedebutedinSeptember2005,withcontinuedofferingssince.SomeoftheimportantfeaturesofCMPUT250includemultidisci-plinaryteaching,industrialpartnerships,multidisciplinaryteamsforthecourseproject,andaparticularapproachtoprojectmanagement.
ThispaperdescribesourexperienceswithCMPUT250,includinganoverviewofthecoursematerial,thetoolsused,andthecourseproject.Itassessesthestrengthsandweak-nessesofthecourse,includinglessonslearnedthatmighthelpothersinplanningandshapingtheirownprogram.Allcoursematerialdiscussedinthispaperispubliclyavailable,includingthesoftwaretools.
2.COURSEGOALS
CMPUT250exposesstudentstoabroadarrayoftopicsrelatedtobothcomputerscienceandthecreationofcom-putergames.Thepedagogicalgoalsofthecourseinclude•Creatingastimulating,collaborativelearningenvironmentforstudentstoexplorethetheoreticalandtechnicalissuesinvolvedinthestudyandcreationofcomputergames.
•Providingnon-CSstudentsanopportunitytolearnfromtheintellectualtraditionsofCSinsolvingchallengingtasksingeneral,andparticularlyinresolvingissuesincomputergamedevelopment.
•ProvidingCSstudentsanopportunitytoworkwithandlearnfromfacultyandstudentsintheArts,specificallywithrespecttothecultural,social,andeconomicissuesofcom-putergamesandnewnarrativeforms.
•Usethegame-developmentcycletoprovidestudentswithareal-worldlearningexperiencethatiscomplementedwiththeoreticalandhistoricaldiscussionsofthegamesindustry.Thesespecificpedagogicalgoalspromptedateam-centered,problem-basedlearningapproach.Ourdecisiontorepli-catethegame-designprocessnotonlygivesstudentsaper-spectiveintohowgamesarecreated,italsogivesthemuniqueskillsinprojectmanagementbyworkingonopen-endedprojects.Assuch,thestructureofthecourserequiresafocusontheinterdisciplinarynatureofgamedesign,whichincludesavastlistofpotentialtopicsandchallenges.
3.INTERDISCIPLINARYLECTURES
CMPUT250hasbeentaughtbyteamsoffiveinstructors,includingfacultymembersfromcomputingscience,thehu-manities,andfinearts,coveringthetheoreticalandtechnicalissuesofgamedesignfrombothascienceandasocialsci-ence/humanitiesperspective.Apedagogicalimperativeofthecourseistobringnon-CSstudentsintocontactwiththeintellectualtraditionsofcomputingsciencewhilealsoex-pandingthecross-departmentexperiencesandinteractionsoftheCSstudents.
Earlylecturesfocusontopicsimmediatelyneededforthe
courseproject,includingteammanagement,gamedesign,andnarrative.Atthesametime,labtutorialsandexercisesareusedtoprovidestudentswiththeskillsneededtobeginworkontheproject(i.e.thetoolsforbuildingtheproject).MembersoftheCSfacultyprovidelecturesonscripting,gamedevelopmentcycles,artificialintelligence,advancesincomputergametechnology(suchassoundandvideodevel-opment),andprojectmanagementinateamenvironment.Somethemeswhichareemphasizedintheselecturesincludetopicslikealgorithmicandhardwareconstraintsaswellasthehistoryofspecializedversusgeneral-purposehardware.Here,gamingprovidesanon-threateningintroductionintothecomplexitiesofcomputingscience.
Facultyfromthehumanitiesandsocialscienceshavepro-videdlecturesonnarrativeintraditionalanddigitalenvi-ronments,theculturalaspectsofgaming(includingviolence,sexuality,andcommunity),andthedesignprocessforart-workandsound.Theselecturesoftenfacilitateextendeddiscussionfromstudentsofallbackgrounds.
Interspersedwiththemainlecturesareaseriesofreview-likelecturesgivenbytheheadinstructor.Theseservetotietogetherideasbeingpresentedbythedifferentinstructors.Gamepostmortems,takenfromGameDeveloperMagazine,areusedtoillustratereal-lifeexamplesofthethingsbeingdiscussedinthecourse.
Oneofthebiggestchallengesposedbyamultidisciplinaryclassandamultidisciplinarysetofinstructorsistheneedtodeliverthematerialattherightlevelofdetail.Con-sideraCSlectureonartificialintelligence.Ifthereistoomuchtechnicaldetail,thenon-CSaudiencewillnothavethenecessarybackgroundtounderstandthematerial.Iftheinformationispresentedattoogeneralalevel,theCSstudentswilllearnnothingnew.Thus,itisimportantthattheinstructorscontinuallyrelatethetechnicalmaterialtotheuniquechallengesofgamedevelopment(suchasstrictmemoryandcomputationallimitations).Evenifstudentshavepreviouslystudiedmaterialcoveredinthecourse,therelationshipofthematerialwithgamedesignwillprovideanewperspectiveandunderstanding.Thisisanongoingchallengeforthecourseinstructors.
4.COURSEPROJECT
Thecentralexerciseandmeansofevaluationforthecourseisateamproject,intendedtoreflectthegamedevelopmentprocessasfarasispractical.AsLorenAndruko,formerdirectorofprogrammingforBioWareCorp.,stated,
mostcoursesstudentsworkonassignmentswithwellde-finedgoalsanddeadlines.Theproblemsfacedinindustryareneversosimpleandclear-cut,soitisvaluableforstu-dentstoworkonprojectswithmoreuncertaintyincludinganeedtoadaptandrefinegoalsastheprojectprogresses.”Teamsoffourorfivestudentsarerequiredtogenerateashort,self-contained“module”forBioWare’spopulargameNeverwinterNightsTM(NWN).Eachteamisregardedasanewdevelopmentteam,buildingaprototypeorproofofcon-ceptforanewgame.Thisisconsistentwithouraimtoem-phasizecontentgenerationandmultidisciplinaryteamwork,ratherthanthemoretechnicalaspectsinvolvedingameen-ginedevelopment.
Tofosterthekindofenvironmentfoundintheindustry,teamsarealsorestrictedinthebackgroundsoftheirmem-bers.Asfaraspossible,teamsmembersarerequiredtohavedifferentmajorsandeachteamwasrequiredtohaveatleast
“InoneCSstudentsothatallteamswillbecertaintohaveatleastsometechnicalcapability.Teamsarealsostronglyen-couragedtoattendthesamelabsectionssotheywillbesuretohavesometimewhentheentireteamcanbetogether.
4.1ProjectTools
BecauseCMPUT250isopentostudentsofallback-grounds,wecannotassumethattheywillhaveanycom-putingorprogrammingbackground.Thisprecludesusfromusingmanyoftheavailablegameengines.NWNhasbeenapopularchoiceforuseintheclassroom(eg[1,4]),asthisgamewasoneofthefirsttoincludeacompletesuiteoftoolstoallowuserstocreatetheirowngamestorywithinagame.TheBioWaretools,AuroraandNWScript,provideacom-pletegame-authoringpackage.
Tominimizethetechnicalrequirementsofdevelopment,studentsareencouragedtousethepubliclyavailableScript-EasetoolwhichhasbeendevelopedattheUniversityofAlberta[3].ScriptEasepresentsagraphicalinterfacethatallowstheusertoselectfrompredefinedpatternsofbe-haviortodescribecommonscenariosandeventsinrole-playinggamessuchasNWN.Forexample,openingachestandhavingamonsterappearisacommonpatterninrole-playinggamesthatissupportedasaScriptEasemenuse-lection.Basedonthesepatterns,ScriptEaseautomaticallygeneratesBioWare’sNWScriptthatimplementthebehav-ior.ScriptEaseissuitableforstudentswhoarenotprogram-mers,asithasevenbeenusedinseveralGrade10Englishclassesaspartoftheshortstorywritingcurriculum[2].Thesetoolsareprimarilytaughtthroughtutorialsandotherexercisesprovidedinthecourselab,whichstudentsattendfortwohoursaweek.Theteachingassistantsmainroleistofacilitatetheselabsections,helpingstudentswiththecoursetoolsandanyissuesthatariseintheirprojects.Toensurethatallstudentslearnthesetools,thereareshortassignmentswhichcanbecompletedduringthelabeachweekandalabexamhalf-waythroughthecourse.
Notethatagoodlabinfrastructureisnecessaryforsuchacourse.Role-playinggamescanbebuiltonrelativelymod-estplatformsusingtheNWNandScriptEasetoolkits,butextensivedesignandvideoworkrequiresahighperformanceplatform.Computerswithdualdisplaysareparticularlyusefulfordesignandtesting.Thekeyinfrastructureisawell-defined,rapid-responsereportingsysteminplaceforhardwareandsoftwareproblems,astheycanbeexpectedtooccurinanylabsetting.Finally,gameassetscangrowtomultiplegigabytesandstudentscannotbeexpectedtobackuptheirownprojects,soitisimportanttohavearepositoryandbackupsysteminplaceaspartofthelabenvironment.
4.2ProjectManagement
Thereareanumberofimportantwayswehaveworkedtohelpstudentsmanagetheirprojectswell.Teamsareal-lowedtoorganizethemselves,butmustselectonememberasa“leaddesigner”andanotherasan“associateproducer”.Theleaddesignerensuresthatonepersonhasfinaldecision-makingauthorityasregardsfeaturesofthegameitself.Theassociateproducerisresponsiblefortheoperationoftheteam,includingtheschedulingoftheprojectandensuringthatallcourseobjectivesaremet.Beyondthesetwospecificroles,teamsareallowedtoallocatepeopletotasksastheydesire,withconsiderationtomaintaininganequalworkload.
Akeydangerinaprojectofthiskindisthatstudentswillbeover-ambitious,planningoutafarlargergamethantheirresourcesallow.Inourfirstcourseofferingthiswasthecase,asseveralofthegamesdevelopedinthecoursereflectedeffortfarinexcessofanormalcourseload.Toavoidthis,insubsequentofferingsofthecourseweadoptedthreemeasurestohelpteamscontrolthescopeoftheirgames.First,gamesarelimitedinscopebytheadditionofa‘bud-get’systemthatlimitsthenumberofgameelementsteamscanemploy.Second,gamesarerequiredtobeplayablein10-15minutes,assumingthattheuserknowsexactlyhowtoplaythegame.Thisrequirement,suggestedbyBioWare,providesadditionalfocusfortheteams,encouragingstu-dentstobuildsmall,richmodulesinsteadofsprawlingun-focusedones.Finally,a‘producer’isassignedtoeachteamtoadviseandcritiquethem.Initiallythiswasoneofthelecturingfaculty,butforthepastyearwehavehiredprevi-ousCMPUT250students.Studentsworkwell,astheyhaveexperienceinthecourseandcanbeeasiertoapproachthanaprofessor.Wemotivatethembyrewardingtheproducerwhosegroupcreatesthebestgame.Together,theselimita-tionsimprovethequalityandscopeoftheprojects.
4.3ProjectOverview
Theprojectissplitintosevenmilestones.Inour13-weeksemester,thismeansthatthereisadeadlineeveryotherweek.Byusingmanysmalldeadlines,studentsgraduallycompletetheworkforthecourse,insteadofleavingevery-thingforthelastminute.
TeamFormation:Tofacilitatesocialinteractionsbetweenstudentswithdiversebackgrounds,apizzapartyishelddur-ingthesecondweekofthecourse.Thisgivescoursemem-berstheopportunitytodiscusstheirprojectideasandhelpstheteamformationprocess.Bytheendoftheweek,stu-dentsformteamsandsubmittheirteamnametothecourseinstructorforapproval.
ConceptDocument:Inthisdocumenttheteamsprovideashortdescriptionofthegametheyareplanning,includingdetailssuchasthetypeofnarrativethatwilldrivethegameandaspectsofthegamethatwillbeinterestingorunique.Thisdeadlineensuresthattheteamsaremeetingtogethertosolidifythegoals,andisthefirstopportunityfortheheadinstructorandproducerstogivefeedbackonthescopeandscaleofthegamebeingdeveloped.
DesignDocument:Withinthegamesindustry,thede-signdocumentisoftenconsideredthe“bible”oftheproject,documentingwhyandhowmostoftheprojectwillbeac-complished.Forthiscourse,thedesigndocumentfulfillstworoles.First,itservestoprovidethecompleteenvironmentofthegame,addinginformationsuchasthesetting,themaincharacters,andtheobstaclesfacedduringthegame.Thesecondandmoreimportantroleistodocumenthowtheteamplanstocompletethecourseproject.Teamsareexpectedtooutlinetheirownmilestonesandtoformbudget.Thegamedevelopmentbudgetconceptnotonlyhelpscon-trolthescopeofteamprojects,italsoencouragesteamstoanalyzetheirgamerequirementsindetailandhelpstocap-turethelimitedresourcesanddesignrestrictionsfoundinreal-worlddevelopment.Togiveteamsasenseoffreedomindevelopment,theyarealsoallowedtoconstructa“wishlist”ofextraitemsbeyondtheircorebudget.Custommusicandartworkcangreatlyenhanceagame,butonlywhenthestoryandotherplotelementshavebeencompleted.
GamePrototypeWalkthrough:Atthispointinthecourse,teamsareexpectedtohaveaskeletalversionoftheiren-tiregameconstructed.Allplayareasshouldbelaidout,althoughnotnecessarilyfullydecoratedandrefined.Simi-larly,allmajorcharactersandencountersshouldbeinplace,althoughallconversationalelementsandscriptingneednotbecomplete.Theaimistomakesurethatprogressisbeingmadeandthatthereisenoughfunctionalitysothatpro-ducersandtheheadinstructorcanseehowthegamewouldprogress.Thismilestoneoriginallyonlyrequiredastory-board,butduringthefirstofferingofthecoursewefoundthatitwastooeasyforstudentstoshowastoryboardwith-outcompletinganytechnicalwork.
DesignIssuePresentations:Tohelpgroupsthinkcriti-callyaboutthedecisionsfacedindesigningtheirgameswedevotedoneortwolecturestoteampresentationsthatde-scribea“designchallenge”facedbytheteam.Thispresen-tationisfollowedbyadiscussionwiththerestoftheclass.Asidefromthebasicpedagogicalvalueinstudentspractic-ingpresentations,thisexerciseencouragesthemtothinkaboutgamedesignasaproblemtobesolvedaswellasameansforcreativeexpression.Manyteamsdonotconsiderwhatwouldhappenifaplayerplaystheirgameinanunex-pectedway,forinstance,killingakeycharacterintheplot.Theymayviewsuchpossibilitiesasannoyancesinsteadofopportunitiesforcreativedesign.Thus,thesepresentationsprovideauniqueopportunitytoexploredesignpossibilities.ThePitch:Bythispointeachteam’smoduleisexpectedtobefinishedandreadytodemonstrate.Teamsgiveten-minutepresentationsduringclassinwhichtheyattemptto“sell”theirgame.Inadditiontointroducingtheback-ground,maincharacter(s),andplot,theyarerequiredtoshowscreenshotsorrecordedvideodemonstrationsofthegame.Mostteamschosetocreateshortgametrailers,sim-ilartowhatisdoneinindustry.
Check-offandPeerEvaluation:Whentwoweeksremaininthecourse,studentsmustplayandevaluateothergroups’modules.Groupsthenhaveanopportunitytofixanyout-standingissuesintheirownmodules.Afterthisperiod,eachteammustprovideadocumentthatsummarizestheirgame,pointingoutanyinterestingaspectsincludingsophisticatedscripts,customartwork,music,orotherfeaturesthatmaynotbeimmediatelyapparenttotheevaluator.
4.4ProjectEvaluation
Itisverydifficulttoevaluateopen-endedprojects.Someteamshavememberswithtimetoputextraeffortintoaproject,whileotherteamshavemoreconstrainedschedules.Thus,wecannotmarkprojectssimplybycomparingthere-sultinggamesamonggroupsintheclass.Additionally,inourfirstofferingofthecoursesometeamscreatedgamesthatweretoolargetoplaythroughquicklywithoutaddi-tionalguidance.
Therearethreecriteriabywhichwehavebeenabletoeffectivelyevaluatestudentprojects.Thefirstcriterioniswhethertheyfollowedthestatedguidelineswhencreatingtheirgames.Forinstance,isthemoduleplayablein10-15minutes,giveninsiderknowledgeofhowtoplaythemodule.Wehavealsoaskedstudentstocreatemodulesthatarenon-linear,sothattheoutcomeofthegameisaffectedbythechoicesyoumake.Itisnotdifficulttoevaluatewhethertheseelementsarefoundwithinagame.
Thesecondcriterionisthroughevaluationsofotherteams’
games.Eachstudentisrequiredtoplayallothergamesandturninanevaluationsheetform.Theseevaluationsdonotdirectlydeterminethemarksforothergroupsbut,theygiveusawiderangeofexperiencewitheachgame.
Thelastmeanswehaveusedtoevaluateacourseprojectistodoawalk-throughofeachmodulewiththeteam.Thisallowstheteamtopointoutallthedifferentthingsthattheydidinthegame.Someaspectsofthegame,suchascustomartwork,canbemissed,sothisensuresthateachteamcanshowthecreativitytheyputintotheirmodule.
Whenallofthisinformationisputtogether,wecanes-tablishamarkforeachteam.Wethentakeanadditionalsteptocompensatefortheworkdonebyvariousteammem-bers.Eachteammembermustfilloutateamevaluationformwhichaskshowtheworkloadwasbalancedbetweenteammembers.Weusethistodeterminea“multiplier”foreachstudentwithinateam.Studentsthatputinextraworkreceiveabonus,whileifotherteammembersconsis-tentlyindicatethatateammemberdidnotcontributetheirfairshare,thisteammemberdoesnotreceivethefullmarkawardedtherestoftheteam.Studentsareawareofthismarkingschemefromthebeginningofthesemester,butproducersalsoservetokeeptheinstructorinformedaboutanyproblemsthatmaycropup,sotheinstructorcanstepin,ifnecessary,tohelpmitigateanyproblems.Thishasworkedwell,givingusenoughinformationtoascertainthebalanceofworkwithinateam.
5.INDUSTRYPARTNERSHIPS
Theoneaspectofthiscoursewhichcannotbeeasilydupli-catedbyotheruniversitiesisthecontributionsfromBioWareCorp.Inadditiontomakingsoftwaredonationsforthecourse,BioWareemployeeshavegivenlecturesandhavegivenfeedbackonstudentprojects.
BioWarehasgivenlecturesonleveldesign,onwhatmakesgamesfun,andquestion-and-answersessions.WhilethislevelofparticipationcanonlybegainedfromhavinggoodrelationshipswithacompanylikeBioWare,manyofthethingstheydiscussedinlecturecouldbegleanedfromgam-ingresourcessuchastheGameDeveloperConference,theGamasutrawebsite,orGameDevelopermagazine.
TheadvicethatBioWarehasgivenonstudents’projectsisdifficulttoreplicate,asprofessionalsintheindustryhavemanyuniqueexperiencesingamedevelopment.But,ifastrongcourseisbeingoffered,evenremotegamestu-diosmightbepersuadedtohelpparticipateinacourse.BioWarehasreapedonerewardfromtheirrelationshipwithourcourse:fourofourformerstudentshavenowbeenhiredtoworkatBioWare.
6.COURSEEVALUATION
Itisdifficulttomakeaquantifiableevaluationoftheeffec-tivenessofacourse;askingstudentstheiropinionofacoursemaynottellyouwhetheryouhaveachievedyourpedagog-icalgoals.Wecanlookatcoursereviewstogleanatleastsomeinformationabouttheeffectivenessofacourse.
TheUniversityofAlbertaconductsreviewsofallcoursesattheendofeachsemester.Asummaryofthecourseeval-uationcanbefoundinTable1.Thereare15metricsbywhichacourseisevaluated;wepresenttheaverageresult.Foreachmetric,wealsoreportedhowthecoursecomparestoothercoursesoncampus.
TableAverage1:CourseEvaluationEvaluationInTop25%of
Year(Outof5.0)allUofACoursesFall20053.872of73Winter200.386of83Fall200.4711of15Winter20074.8715of15Althoughweemphasizedtostudentsduringthefirstsemesterthattheyweretakinganexperimentalofferingofthecourse,theywereveryupsetaboutseveralthingsthatdidnotgosmoothly,particularlyalabexamthatwastoodifficult.Therewasalsoaprojectteamwhichfellapartneartheendofthecourse,resultinginafairlylowcourseevaluation.Wewereabletofixmostoftheseissuesduringfollowingofferingsofthecourse.
Inadditiontoformalcourseevaluations,wehavealsocon-ductedourownevaluationsofthelectures.Thisiswherewehavebeenabletoseetrendsinmoredetail.Studentsassessalllecturesaccordingtotheirlevelofinterestinthemate-rial,thequalityofthedelivery,andtheamountofknowledgethattheyfelttheylearned.Forfairlytechnicaltopicslikeartificialintelligencestudentsgenerallyindicatedthattheylearnedalot,buttheyalsohadlowercomprehensionofthematerial.AnothersetoflectureswhichhaveastrongCSbent,ahistoricaloverviewofthehardwareusedtoproducegames,isoneofthehighestrankedlectures.Thehumanitieslectureswerealsohighlyrankedastheyhavecontentwhichisrelevantandinterestingtoallstudentsinthecourse.Weusedthisfeedbacktorefineourlectures;usuallybyin-creasingordecreasingdetail,butalsobyeliminatingsomelecturetopics.Wedonotclaimtohavesolvedthelec-turecontentproblem,onlythataproactiveanditerativeapproachwillallowustohelpreduceitsimpact.
7.DEMOGRAPHICS
Theexperienceofteachinganycourseiscontingentonthestudentsenrolledinthatcourse.Toprovidecontextonthestudentsenrolledinourcourseandtheirbackgroundsweprovidesomestatisticsaboutthestudentsandtheworktheydidinthecourse.
Themajorityofstudentstakingthecourseareintheirsecond-year.Thecoursehasnoprerequisites.Enrollmentislimitedthroughanapplicationprocesssowecanbalancestudents’backgrounds.Studentshavetofilloutashortformdetailingwhytheyareinterestedintakingthecourseaswellastheirmajorandotherbackgroundexperience.
Table2showsthedemographicsofthestudentstakingthecourse.Wehavegenerally,butnotalways,beenabletomaintainagoodbalanceofCStonon-CSstudents.Thishaspartiallybeenduetoadvertising.BecauseCMPUT250wasnotanofficialcourseuntilfallof2007,itwasdifficulttokeepstudentsinformedaboutthecourse.Whenweswitchedtheheadinstructorafterthefirstyear,therewasagapinoureffortstoadvertisethecourse.
Oneareawherewecanimproveisinboostingthefe-maleenrollmentinthecourse.Frominformaldiscussionswithwomeneligibletotakethecourse,theyoftenperceivethattheywouldneedtobeprogrammerstotakethecourse.Whilethismisconceptionmayclearasmorestudentstake3
provideTherewereuswithnotstatisticallyenoughevaluationssignificantforrankstheforUniversityallmetrics.
toTable2:CourseDemographicsYearMaleFemaleCSScienceArts
Fall20051566015Winter2006
204798Fall2006140842Winter20071611133Fall2007196133
9
thecourse,weneedtomodifyouradvertisingtobettertar-getfemalestudents.
8.CONCLUSIONS
CMPUT250hasbeenasuccessfortheCSdepartment.First,wereceivedpositivefeedbackfrommoststudentsinthecourse.Althoughpartofthesuccessisduetothestu-dents’passionforgames,asurprisingnumberofstudentsfeltthebestpartofthecoursewasthemultidisciplinaryteam-work.Second,byintroducingamultidisciplinarycourseandengagingthehumanities,ithashelpedtobuildimportantrelationshipsbetweendifferentdepartments.Third,intimesoflowcomputingscienceenrollments,courseslikethisactasattractorstostudents.Finally,thecoursehasstrengthenedourtieswithindustry.
Theteam-basedfocusprovidesstudentswithauniquelearningopportunitynotusuallyseenattheuniversity.Thecooperative,multidisciplinarylearningenvironmentbroughttogetherstudentswithdisparateskillsetswhichresultedinsomeremarkablycreativeefforts.
OnechallengewhichweanticipateoverthenextfewyearsiswhattodowhenNWNisnolongeranappropriateplat-formforthecourse.Wehaveagooddealofexpertisein-vestedinthisgame,andsoitwilltakesometimetotransi-tionthecourseovertoadifferentplatform.
Whilewecontinuetoworktoenhancethelearningexpe-rienceforstudentstakingthiscourse,thecoursehasmetourdesignobjectives.Itprovidesanexcellentlearningen-vironmentnotonlyforthosewhowillcontinueontoworkwithinthegamesindustry,butforallstudentswhowillbeinvolvedininterdisciplinaryorcollaborativeprojectsduringoraftertheycompletetheiruniversityeducation.
9.ACKNOWLEDGMENTS
ThisworkissupportedbygrantsfromNSERC,iCORE,andBioWareCorp.Wegratefullyacknowledgethehelpof:LorenAndrucko,KevinBarrett,andMarkBrockington(BioWare);ourexcellentteachingassistantsMattBouchardandHectorPerez;andtheCSInstructionalSupportGroup.
10.ADDITIONALAUTHORS
FinneganSouthey,MatthewBouchard,andGhassanZa-baneh.
11.REFERENCES
[1]A.Berger.“NeverwinterNights”intheclassroom.University
ofMinnesotaNews,2006.
[2]M.Carbonaroandet.al.Interactivestorywritinginthe
classroom:Usingcomputergames.ProceedingsofDiGRA,pages323–338,2005.
[3]M.McNaughtonandet.al.Scriptease:Generativedesign
patternsforcomputerrole-playinggames.19thIntlConf.onAutomatedSoft.Eng.,pages88–99,2004.
[4]J.RobertsonandJ.Good.Storycreationinvirtualgame
worlds.Commun.ACM,48(1):61–65,2005.
[5]J.Schell.ShapinganentertainingfutureatCarnegieMellon.
Computer,36(8):96–98,2003.
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