CMX focuses on introductory computer programming, since novice students in computer programming courses are the ones that face the most difficulty in efficiently comprehending the theory. Our game is directed to secondary school students between ages of 13-17 that are coming into contact for the first time with computer programming. It is important to provide proper education from the beginning of students’ involvement with computer programming so that they are correctly equipped with the most basic domain knowledge as they thereafter learn more complex programming concepts.

The Scenario

CMX is an educational game that aims to introduce students to computer programming, to help them get acquainted with the way computer programs are structured and also allow them to engage in algorithmic logic.  According to the game’s scenario, there are two opposite teams, named the “hackers” and the “crackers” correspondingly. The hackers are paid employees of a toxic waste factory while crackers are activists that are trying to invade the factory’s system and interfere in their business. The game includes a number of Senseis, which are special characters in the storyline that are trying to teach the players how to engage in computer programming as well as provide helpful hints. If the players manage to solve the required tasks, then they collect a series of secret weapons, power with points as well as spells they can use inside the factory when they are faced against the opposite team.

When the game starts, the players choose their team. In eachworldthere are two stage areas. In the first stage area, the players communicate and interact with their assigned Sensei. Interaction between the two teams is prohibited within this stage, in which the Sensei trains his designated player.

During this training, players learn about the basic structures of computer programming, the logical thinking process behind them as well as their syntax. The game includes three categories of Senseis, namely basic Sensei, Iron Sensei and Gold Sensei. During training players initially are assigned with a Basic Sensei, where interactive dialogue provides information regarding various programming aspects. Consequently, the Basic Senseis evaluate the players by asking them multiple choice questions and giving them weapons and spells when they answer correctly. Once the initial familiarization with programming elements is finalized, the players are directed to the Iron Sensei. During the 2nd the training phase, interactive dialogue with more advanced programming materials leads to the players’ gaining knowledge and being evaluated by mapping their answers to given questions using drag & drop mechanisms. With every right mapping, the Iron Senseis provide the players with more powerful weapons than those of the Basic Sensei. Finally, each player meets with an assigned Gold Sensei, who challenges the player to write his/her own lines of code. In turn, when players write correct code, the Gold Sensei equips them with a number of highly effective weapons for the game.

This training process we have included is an innovative component that we deem necessary to exist in educational games. This way, players are motivated to not only read about the programming elements, but understand them correctly in order to be competitive enough in the game, since the more weapons they get, i.e. the more questions they answer correctly, the more chances they have at winning.

It should be noted that some tasks during training require the team’s collaboration for their successful execution. For example, the group cannot proceed to the Iron Senseis’ leader if all the players have not gained weapons from their Basic Sensei. Thus, team work is already promoted even before they start playing the game.