To teach Java programming language better and in a more enjoyable way, we developed a framework for card games that allows students to write and test their own intelligent players. This paper briefly describes the design of the framework, the advantages of using it to assign homework and reports our experience with a class carried out in our institute.
LG2007: Proceedings of Learning with Games Conference
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Sophia Antipolis, France
assignment, card games, case study, java, pedagogy