“…Current students, more than at any time before, need a classroom experience that they can relate to, that is creative and challenging, and makes a difference in preparing for their careers. To address this challenge, the design, development, and implementation of computer games has been used in CS classrooms in many ways: as a general engagement tool (Bayliss & Strout, 2006;Clua et al, 2006); as motivators and examples in introductory programming courses (Barnes et al, 2007;Leutenegger & Edgington, 2007;Sweedyk et al, 2005); as capstone courses (Barnes et al, 2007;Parberry, Roden, & Kazemzadeh, 2005;Wallace, Russell, & Markov, 2008); in interdisciplinary programs connecting CS with arts and humanities (Diefenbach, 2011;Murray, Bogost, Mateas, & Nitsche, 2006;Sweedyk et al, 2005, Wolz & Pulimood, 2007; as a well-fitting instrument to teach computer graphics (Sung, Shirley, & Rosenberg, 2007;Sweedyk et al, 2005), artificial intelligence (Wallace et al, 2008), project management (Wolz & Pulimood, 2007), and software engineering (Claypool & Claypool, 2005;Gestwicki, 2007;Lin & Sun, 2011); or as a concentration within existing CS programs (Coleman, Krembs, Labouseur, & Weir, 2005;Zhang and Jones, 2012;Zyda et al, 2008). Successes of several very large projects [including Alice (Cooper, Dann, & Pausch, 2003) and Scratch (Peppler & Kafai, 2007)] aimed at the broad application of computer game development as a learning framework have been widely publicized.…”