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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of a PyGame workshop for extracurricular Computer Science education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oleksandr O. Pozniakov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo V. Merzlykin</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>166</fpage>
      <lpage>173</lpage>
      <abstract>
        <p>With the rapid growth of the gaming industry, teaching game development in extracurricular education has become increasingly relevant. The analysis of the recommended extracurricular programs revealed that most of them do not completely cover contemporary game design approaches, suggest the use of outdated or expensive software, and advocate russian resources and services. This study presents a PyGame workshop for extracurricular Computer Science education. The workshop was designed as a step-by-step game creation guide, with each step logically connected to the previous and next lessons, ensuring gradual progress. The Python programming language and PyGame library were chosen for the workshop implementation due to their accessibility, extensive documentation, and suitability for beginners. The workshop was implemented as a website using Google Sites, providing easy access to learning materials, code examples, and resources. The collected feedback indicated high levels of engagement and satisfaction with the learning experience.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;PyGame workshop</kwd>
        <kwd>extracurricular education</kwd>
        <kwd>Computer Science education</kwd>
        <kwd>game development</kwd>
        <kwd>Python programming</kwd>
        <kwd>project-based learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In a context where programming is becoming an important tool for solving a wide range of problems,
education must provide access to efective and modern teaching methods. In this regard, creating
computer games is an ideal combination of technical and creative components that contribute to the
comprehensive development of students [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5">1, 2, 3, 4, 5</xref>
        ].
      </p>
      <p>Extracurricular education is a flexible tool that allows students to realize their potential through
practical activities. In this research, we are trying to examine the interests of students who take part in
extracurricular Computer Science events and to test whether they fit what the oficially recommended
extracurricular programs propose them to study.</p>
      <p>As a result of this comparison, we are going to design an extracurricular course that could fill the
gap between students’ expectations and extracurricular programs’ recommendations.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Analysis of the current state of extracurricular Computer Science education</title>
      <sec id="sec-2-1">
        <title>2.1. The system of extracurricular Computer Science education in Ukraine</title>
        <p>
          The system of extracurricular Computer Science education in Ukraine is an important component of the
educational process that contributes to the development of the scientific and technical skills of young
people and their interest in information technologies. It is based on Ukraine’s law “On Extracurricular
Education” that regulates extracurricular education, as well as methodological recommendations that
ensure its quality [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          The key points of the Ukraine’s law “On Extracurricular Education” [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]:
• The structure of extracurricular education includes state, municipal, and private extracurricular
education institutions; other educational institutions as centers of extracurricular education;
clubs and associations at the place of residence, regardless of subordination, types, and forms of
ownership; cultural, educational, health, sports and other educational institutions and
establishments; foundations, associations whose activities are related to the functioning of extracurricular
education; relevant government bodies and scientific and methodological institutions; other
subjects of educational activity providing educational services in the system of extracurricular
education.
• Extracurricular education is carried out in a diferentiated manner according to the individual
capabilities, interests, inclinations, and abilities of students, considering their age, psychophysical
features, and state of health in various organizational forms.
• The main tasks of extracurricular education include educating a citizen of Ukraine, promoting the
free development of personality, forming socio-civic experience and patriotism, and a respectful
attitude towards family, older generations, and cultural traditions.
        </p>
        <p>
          The Institute of Education Content Modernisation ofers recommendations for the development
of STEM education, particularly Computer Science, in secondary and extracurricular educational
institutions. Special attention is paid to the use of interactive teaching methods, such as organizing
competitions, hackathons, and practical classes in robotics and programming, which contribute to the
practical skills development and stimulate interest in modern technologies [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Analysis of student’s demands from extracurricular Computer Science education</title>
        <p>By its nature, extracurricular education is something that students choose to study voluntarily, that is
to say, their interests should be appreciated during the extracurricular programs design. It will ensure
their motivation and engagement.</p>
        <p>
          The Computer Science extracurricular education demand can be assessed through the students’
participation in scientific projects contests [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>The analysis of the statistics from the Junior Academy of Sciences of Ukraine contests in the
Dnipropetrovsk Oblast for 2014–2024 demonstrates the diversity of areas that attract students. The
most popular Computer Science section throughout the studied period is “Multimedia systems,
educational and game programs” (since 2023 “Educational, game programs and virtual reality”). This section
consistently demonstrates a high level of student involvement, with over 10 participants every year
(figure 1). For comparison, in other areas, the number of participants usually did not exceed 10 people
(figure 2).</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Review of existing extracurricular education programs related to game development</title>
        <p>Despite the high demand from students, the analysis of educational programs recommended by the
Ministry of Education and Science of Ukraine showed the absence of specialized courses on game
development for extracurricular education (table 1). Some programs partially touch on this topic, such
as “Fundamentals of Computer Graphics” by Yu. S. Dorofeyeva, Zh. V. Deineko or “Multimedia Systems,
Educational, Game Programs” by V. V. Yefymenko, but their content requires significant changes.</p>
        <p>Analysis of existing courses revealed several key problems that may afect the efectiveness of learning.
Firstly, some programs have inconsistencies between the programming language, compiler, and sources,
which complicates the learning process. In addition, some recommended resources are already outdated
and may no longer be supported or relevant to current conditions. Some programs contain paid resources
with high costs per user, which can become a barrier for students. Another problem is the presence
of russian services and literature, which is unacceptable in the current educational situation, as each
program contains such sources.</p>
        <p>Given the identified problems, the development of a PyGame workshop for extracurricular Computer
Science education appears to be relevant. This will help avoid the mentioned shortcomings, providing</p>
        <p>Participants</p>
        <p>Percentage
0
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024</p>
        <p>Year</p>
        <p>0
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024</p>
        <p>Year
students with modern tools for learning programming and creating games that will meet today’s security
and relevance requirements.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Comparison of existing Ukrainian educational courses using PyGame</title>
        <p>To develop a PyGame course that meets modern educational needs, it is essential to analyze existing
learning programs. This helps identify efective teaching methods, evaluate their strengths and
weaknesses, and integrate the best practices into a new curriculum. The following overview examines three
Ukrainian educational courses that include PyGame.</p>
        <p>Formula [10] ofers a PyGame course within its “Graphic Programming” section, following an
introduction to Python. The course is free and designed STEM education. However, it lacks a clear focus
on game development, making PyGame concepts harder to grasp. Additionally, the course structure
and navigation are not user-friendly, which may hinder the learning experience.</p>
        <p>DystOsvita [11], a Moodle-based distance learning platform, provides a structured PyGame course
divided into five modules: a basic game project, event handling, Arkanoid, Mario, and Snake. It is free
and suitable for independent learning, with well-organized theoretical explanations preceding practical
tasks. However, the course lacks visual examples and has poor text formatting, making content harder
to consume. Despite this, its step-by-step approach ensures gradual skill development.</p>
        <p>IT Hub [12] ofers a comprehensive PyGame course covering Python fundamentals, game development
techniques, and project-based learning. It includes teamwork, a demo game, and a final presentation.
However, the course is paid, costing 2,400 UAH per month for three months, which limits its accessibility.
Without purchasing access, a further detailed evaluation of its content and methodology is dificult.</p>
        <p>This analysis highlights key advantages and limitations in existing courses, providing insights for
designing an improved PyGame curriculum that combines efective teaching methods while avoiding
current shortcomings.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Development and approbation of the PyGame workshop</title>
      <sec id="sec-3-1">
        <title>3.1. Choosing the software</title>
        <p>For the workshop implementation, the Python programming language and the PyGame library were
chosen, which is justified by the following factors:
• Python is one of the most popular programming languages in the world in various areas of
development.
• Python is actively used in schools to teach the basics of algorithms and programming, which
simplifies the process of integrating a new course into the curriculum.
• Python’s easy syntax allows one to quickly master the basics of programming, which is especially
important for students who are just starting to learn software development.
• PyGame is a set of Python modules designed for writing games, allowing the creation of fully
functional games and multimedia programs.
• PyGame is highly portable and runs on almost every platform and operating system.
• PyGame has a simple core structure, and additional functions are managed by separate modules,
which ensures code organization.
• PyGame uses the advantages of modern computer architectures by using multiple CPU cores for
faster graphics rendering.</p>
        <p>For the development of the course, the Google Sites platform was chosen as a convenient tool for
creating a free website with a modern design and necessary functionality.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Designing the structure and content of the PyGame workshop</title>
        <p>The workshop [13] was designed as a step-by-step course for creating the first game in PyGame, where
each step is logically connected with the previous and next ones, ensuring a gradual progress. Unlike
the discussed extracurricular programs, we decided to implement a project-based learning technique.
The central idea was to make students build a functional yet simple game project, which could be used
as a core for their further 2D games. We believe that it should increase their motivation and give an idea
of how diferent game design techniques work together. Unlike the school Computer Science course, we
could aford more flexible approach in extracurricular education. We expect that our students already
know the fundamentals of Python programming.</p>
        <p>The workshop begins with a “Main” page, which serves as an introductory one. It presents general
information about the course, including the target audience and expected learning outcomes.</p>
        <p>The next important part is the “Course” page, where users can familiarize themselves with the PyGame
library in more detail. This page presents popular games developed using PyGame, demonstrating the
library’s capabilities and motivating students to learn. From this page, users can proceed either to the
ifrst step or directly to the second if they already have a configured development environment.</p>
        <p>The first step of the workshop is devoted to setting up the development environment. It describes in
detail the process of installing or updating Python and the PyGame library.</p>
        <p>The second step focuses on creating the game world. At this stage, users learn the basic structure of
project files and write the initial game code.</p>
        <p>In the third step, characters are added to the game. Users learn to create a player and three diferent
types of enemies: fire, ice, and poison.</p>
        <p>The fourth step is devoted to creating game objects. At this stage, various elements are added to the
game: lava blocks, first-aid kits, and ammunition.</p>
        <p>The fifth step is the most complex and covers the implementation of game mechanics. At this stage,
users learn to create movement animation, program interaction with objects, implement a shooting
system, and manage the health of characters.</p>
        <p>The sixth step is the final stage of game creation. Here, users add win and loss menus, improve the
game world, and add final touches to the project.</p>
        <p>In addition to the main content, the workshop contains a “Resources” page, where all the materials
used in the course are arranged: images, videos, and full game code on GitHub [14].</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Approbation of the course</title>
        <p>To verify the feasibility, relevance, and efectiveness of the developed course, access to its materials was
provided to first-year students of group I-24 who study Python within the “Introduction to Programming”
course.</p>
        <p>After completing the workshop, the participants completed a feedback survey, which helped gather
information about their impressions, the complexity of the materials, the level of interest, and satisfaction
with the final results. The survey consisted of two parts: quantitative and qualitative indicators for
evaluating the course.</p>
        <p>The quantitative assessment on a five-point scale (where 1 is the lowest indicator, 5 is the highest)
included the following:
• Compliance of the course with expectations (average score 4.6).
• Dificulty of the educational material (average score 2.6).
• Quality of demonstration examples (average score 4.7).
• Level of interest in the process of creating one’s own game (average score 4.7).
• Satisfaction with the result (created game) (average score 4.5).
• Level of interest in working with Pygame (average score 4).</p>
        <p>• Desire to continue studying game development in Pygame (average score 4.4).</p>
        <p>The qualitative assessment through open questions included the following:
• The most positive aspects of the course.
• Elements of the course that need improvement.
• The most useful components of the course.
• Components that can be optimized or excluded.</p>
        <p>• General impressions and suggestions for improvement.</p>
        <p>According to the results of the survey, most of the students positively evaluated the course. High
scores were given to the quality of demonstration examples, the interest in creating their own game,
and satisfaction in working with the Pygame library. Participants noted that the course met their
expectations and became a useful and interesting experience for them.</p>
        <p>Although some constructive suggestions were received for improving certain aspects of the course,
the overall results of the approbation demonstrate the high efectiveness of the workshop. Students
noted the practical value of the course, especially in the context of creating their own game projects,
which indicates the achievement of the main educational goals.</p>
        <p>The conducted approbation confirmed the feasibility of introducing the developed course into the
educational process and its compliance with the modern educational needs of students in the field of
game development using PyGame.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>The analysis of educational programs from the Ministry of Education and Science of Ukraine reveals
a lack of specialized game development courses for extracurricular education, despite high student
interest. Existing programs require significant revisions and sufer from issues like inconsistencies in
programming resources, outdated materials, high costs, and the inclusion of russian literature, which is
inappropriate in the current context.</p>
      <p>We found that Python and the PyGame library are the optimal solution for learning game
development. Ease of use, a large number of educational materials, support for diferent platforms, and wide
functionality make PyGame accessible for beginners and convenient for the implementation of game
projects.</p>
      <p>The development of the workshop structure was based on the principle of step-by-step learning,
where each step is logically connected with the previous one. The structure of the course takes into
account the interests of students, providing a practical orientation and accessibility of materials such as
code, images, and instructions.</p>
      <p>Approbation of the course confirmed its relevance and efectiveness. Students positively assessed the
accessibility of the material, the quality of demonstration examples, and the opportunity to create their
own game. The course met the expectations of most participants, interested them in further studying
game development, and became a useful practical experience.</p>
      <p>The practical significance of the work lies in the fact that the course can be integrated into coding
clubs, groups, or individual training, helping schoolchildren develop logical thinking, creativity, and
basic knowledge of game development.</p>
      <p>The results of the work demonstrate that the development of such courses is an important step for
improving the system of extracurricular education, its adaptation to the interests of students, and trends
in the development of information technologies.</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Claude 3.7 Sonnet to enhance content and improve
writing style. After using this tool, the authors reviewed and edited the content as needed and took full
responsibility for the publication’s content.
[10] Formula - brand of the publishing house ’Lingvist’, Pygame: more than just games, 2024. URL:
http://surl.li/cpqeil.
[11] DystOsvita, Python and pygame course, 2024. URL: http://surl.li/wsrmzf.
[12] IT Hub, Game development in python, 2024. URL: http://surl.li/owhxsi.
[13] Workshop, Pygame course, 2024. URL: https://sites.google.com/view/kurspopygame/home.
[14] Alexandr019, Project on github - pygame, 2024. URL: https://github.com/Alexandr019/pygame.</p>
    </sec>
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