Programming games with Jypeli library
Jypeli is an open-source game programming library that aims making an enjoyable start on students' journey in programming. Jypeli has been in use on K-12 game programming courses (more than 460 middle school students, 21 course instances by fall 2013) and on undergraduate course CS1 (more than 600 students by fall 2013). You can find the latest version in here.
Jypeli is developed at the University of Jyväskylä, Department of Mathematical Information Technology, Finland.
1 Working game examples
In our summer courses students start with a Pong tutorial (in Finnish, takes about 4 hours). You can see the end result of the Pong game here. After completing the tutorial the students move on making their own games. A typical game could end up being around 300 lines of code. Below, we show an example how to start working with Jypeli library.
- GalaxyTrip. Source code. Demonstrated in SIGCSE'11 symposium.
- A video compilation of students' games in 2013.
- A video compilation of Jypeli games in CS1, spring 2012
2 How to use Jypeli
- Install Visual Studio 2010 and XNA 4.
- Download and install the latest version of Jypeli library. Or, you can make your own build from the source code, if you wish.
- Create a new project in Visual Studio. The Jypeli project models should now be listed in the left hand side of the dialog (picture).
There is also documentation available in Finnish.
Jypeli is free, open source under MIT licence.
3 Future plans
We are still developing Jypeli actively. To better support multiple platforms we are planning to release a MonoGame version of Jypeli in near future.
- SIGCSE 2014: TBA
- SIGCSE 2012: Longitudinal Viewpoints on K12 Programming Course.
- SIGCSE 2011: K-12 Game Programming Course Using Textual Programming.
- Lakanen, A-J., Isomöttönen, V. and Lappalainen, V. 2014. Five Years of Game Programming Outreach: Understanding Student Differences. To appear in SIGCSE 2014.
- Appendix: Survey
- Lakanen, A-J. and Isomöttönen, V. 2013. High school students' perspective to university CS1. In Proceedings of the 18th ACM conference on Innovation and technology in computer science education (ITiCSE '13). ACM, New York, NY, USA, 261-266.
- Haatainen, S., Lakanen, A-J., Isomöttönen, V. and Lappalainen, V. 2013. A Practice for Providing Additional Support in CS1. In proceedings: 2013 Learning and Teaching in Computing and Engineering (LaTiCE 2013).
- Lakanen, A-J., Isomöttönen, V. and Lappalainen, V. 2012. Life two years after a game programming course: longitudinal viewpoints on K-12 outreach. In Proceedings of the 43rd ACM technical symposium on Computer Science Education (SIGCSE '12). ACM, New York, NY, USA, 481-486.
- Appendices: Survey 1 / summer courses. Survey 2 / follow-up.
- Isomöttönen, V., Lakanen, A., Lappalainen V. K-12 Game Programming Course Concept Using Textual Programming. In SIGCSE '11: Proceedings of the 42nd ACM technical symposium on Computer science education. ACM.
- Appendix: Survey