Teaching Introductory Game Audio to Undergraduate Students
Using a Novel Digital Game Template
Claudio Carvilhe
1,2
, Christopher Hernandez
1,2
, Lucas Adamo
1,3
and Carlos N. Silla Jr.
1,2,4 a
1
Computer Music Technology Laboratory (Onloop), Graduate Program in Computer Science (PPGIa), Brazil
2
Polytechnic School of the Pontif
´
ıcia Universidade Cat
´
olica do Paran
´
a (PUCPR), Brazil
3
Fine Arts School of the Pontif
´
ıcia Universidade Cat
´
olica do Paran
´
a (PUCPR), Brazil
4
School of Information Technology, Halmstad University, Sweden
Keywords:
Game Audio, Music Production, Undergraduate Education, Teaching Game Audio,
Interdisciplinary Learning, Sound Design, Educational Game, Digital Game Development,
Pedagogical Strategies.
Abstract:
In this paper we describe the PUCPR SOUND GAME (PSG): a digital game template that was developed
in order to provide support for the game audio introductory teaching to undergraduate students of Digital
Games. To use the game, the student does not need to have prior knowledge of art, design or even digital
game programming. It was developed to abstract them from these matters, allowing them to create, test, and
refine sound effects and music by easily changing files in the game template folder. From the teacher’s point
of view, the game speeds up the monitoring and feedback process since the productions are centralised in a
single place. The evaluation process is facilitated: the teacher is responsible for running the game containing
the complete sound package of each student, identifying whether or not it meets the established criteria. We
also present a thorough evaluation of eight different offerings of the module, being 4 without using PSG and
4 using PSG. The 8 offerings had the same learning objectives and were taught by the same teacher. The
analysis of the results shows that there was a significant improvement in student learning and a reduction in
the number of failing students when using PSG.
1 INTRODUCTION
The digital games industry is expected to generate
over US$ 200 billion by the end of 2023 (Wijman,
2021). In the context of digital games development
game audio plays an important role (together with
game design, game programming and game art & ani-
mation) as it constitutes an element that is equally im-
portant to the complete player experience, along with
the visuals, plus game design, programming, feel, and
movement (Rabin, 2005). By Game Audio we are re-
ferring to the set of techniques for the production of
sounds for digital games. Although there are different
classifications for the audio elements in games, we
consider as game audio: music, ambient sounds and
sound effects (Horowitz and Looney, 2014).
The main advantage for future game developers to
understand the basics of game audio is related to be-
ing able to independently produce their own sounds
a
https://orcid.org/0000-0002-1603-9378
and music in their projects. Even in the contexts
where the game developers will not produce the game
audio themselves, they will still benefit from learning
game audio, as that will enable them to have a better
interaction with the person/team responsible for the
sound production. Furthermore, it is expected that
with some practice their games will start to provide
better immersion. As they move forward and learn
more about the potential of sound design, sound can
be used more powerfully as a vehicle to provide in-
formation that can support player decisions (Ng and
Nesbitt, 2013).
Despite the importance of game audio to game de-
velopment, to the best of the authors knowledge, there
are very few papers that discuss, investigate and ad-
dress the issues of teaching game audio to undergrad-
uate students. This might happen for mainly three rea-
sons: First, from the perspective of music students , in
order to create digital sound effects and soundtracks
for games, it would also be necessary to understand
more about the game development process and possi-
178
Carvilhe, C., Hernandez, C., Adamo, L. and Silla Jr., C.
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template.
DOI: 10.5220/0012701100003693
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 1, pages 178-189
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Copyright © 2024 by Paper published under CC license (CC BY-NC-ND 4.0)
bly team up with game development students. How-
ever, not all universities that offer music-related de-
grees also offer game development degrees. Second,
from the perspective of game development students,
they might need to develop their own games as well
as the game audio for their games. Third, as stated by
Sinclair (Sinclair, 2020) it is difficult to teach sound
design in a systematic manner, since context and in-
tention are important to the craft.
From a teacher’s perspective, depending on the
desired learning outcomes, it seems counter-intuitive
to make the students work on developing their games
in parallel to working on the game audio aspects.
However, this seems to be one of the common prac-
tices in the field in the few papers that address this
issue. Wang and Olivieri (Wang and Olivieri, 2018)
reported their experience creating an interdisciplinary
course with a diverse group of students from differ-
ent areas (computer science and arts). One of their
goals was to stimulate the cooperation of a disparate
group of students as a learning opportunity by cre-
ating a game prototype (as a final project) and pro-
ducing its sound, both collaboratively. The authors
were motivated in minimizing the gap between com-
puter science and arts and was inspired by different
approaches that uses art and music as a means (Brun-
vand and McCurdy, 2017) or as means to an end (Mc-
Cauley et al., 2017; Heines et al., 2012; Heines et al.,
2011) of the learning process itself. Differently from
the existing approaches, our premise is to abstract our
students from the topics of game art, game design
and game programming, focusing specifically on the
game audio.
It should be noted that this seems to be a com-
mon problem in teaching different technology-related
classes. For example, in the context of teaching artifi-
cial intelligence, the idea of using game templates
1
has been successfully applied using classical video
games such as Pacman (Rohlfshagen et al., 2018) and
Super Mario (Karakovskiy and Togelius, 2012).
Inspired by the works of previous researchers and
educators in using game templates, the main contri-
butions of this paper are two-fold:
To present a novel game template for teaching in-
troductory game audio, named PUCPR SOUND
GAME (PSG), which is freely available to be used
by other educators and students.
To evaluate the effectiveness of using PSG as a
tool to support the teaching of introductory game
audio subjects to undergraduate students.
1
A Game template is a previously implemented game
solution that was developed to allow the students to focus
on specific learning outcomes, i.e. by implementing only
the content related to the classes being taught
The remainder of this paper is organized as fol-
lows. In section 2 we present the PSG, its instal-
lation and the sound effects and music that must be
produced by the students. In section 3 we present
our pedagogical strategies that are applied equally to
classes without or with PSG. In section 4 we present
our research method and strategies for evaluating the
effectiveness of using PSG. In section 5 we present
the results obtained from the use of PSG to support
the teaching and learning process. The fact that this
research was partially developed during the COVID-
19 pandemic and other threats to the validity of this
study are discussed in Section 6. Finally in Section 7
we present our final remarks and future research di-
rections.
2 THE PUCPR SOUND GAME
(PSG)
The PUCPR SOUND GAME (PSG) is a novel digi-
tal game template, which was developed in the Digi-
tal Games Technology Course at our University. PSG
was developed with the aim of being a support tool for
teaching introductory game audio for digital games.
PSG was designed to allow the students to focus
only on the development of game audio aspects of the
game. Therefore, it was not constructed for the pur-
pose of entertainment where the student spends his
time in gameplay. PSG serves for the students to un-
derstand the sound elements, and for the students to
easily insert their own SFX and songs into the game.
The current version of PSG was developed in Unity.
The student can interact with PSG in two ways:
a) Playing Online with previously produced sounds.
b) Downloading the game to manipulate files and
folders and make their own sound.
The first way is commonly used when the stu-
dent needs to understand the sound items present in
the game as a way of learning, by listening to a ver-
sion with previously produced sounds. In a second
moment, after understanding the sound items (both
sounds and music), the students are able to explore
the second way, which allows the replacement of the
current sounds present in the game for their own SFX
and music. From this second step, it is possible for the
students to improve their understanding of the fun-
damentals of game audio without the need for prior
knowledge about digital game programming.
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
179
2.1 General Flow and Game Interfaces
The game is composed of 3 (three) screens that make
a complete game loop, being them the Main menu
(presented in Figure 1), the Gameplay (presented in
Figure 2) and the Game over screen (presented in Fig-
ure 3). The gameplay is focused on a single level
where the students will be able to interact with the
environment and hear several sound elements in addi-
tion to the background music (gameplay music). It’s
important to point out that the only way out of this
screen is to follow the game over flow by falling off
the cliff. It should be noted that the main menu, as
well as the game over screen also have specific back-
ground music.
Figure 1: Main Menu.
Figure 2: Gameplay.
Figure 3: Game over.
2.2 Installing PSG
The student is encouraged to start the learning process
by playing the game based on a pre-sounded version
available on the internet
2
. When playing, the focus is
to identify and create a list of the sound effects and
music they perceive in the game.
Once the student has identified the sound items
present in the game, the next learning goal is to in-
put his own sounds. They can access its sources from
the following link
3
.
Based on this link it is possible to download the
game. After obtaining the file PSG.ZIP, it is only nec-
essary to unzip the file in question and a folder struc-
ture will be created.
2.3 How to Insert Sound into the Game
After proceeding with the installation, which consists
of a mere unzipping, a folder structure will be created.
When accessing the unzipped folder, they can find the
following folder structure:
Figure 4: Folder structure created.
Figure 4 shows the folder structure created for the
game. On the top in the main folder (PSG) they can
find the PSG.EXE file. This file, when executed, runs
the game following the flow of interfaces previously
described. Below the main folder there are several
files and folders, which consist of the source files
(programming and images) of the PSG game.
The SONS (sounds) folder contains the sub-
folders of interest to students - the SFX and MUSI-
CAS (music) folders. These folders will contain the
sound effects and music files needed to run the game.
All sound and music files available in the unzipped
version contain silence only. The sounding of PSG
will be done by replacing the existing files with new
files in each folder, but keeping in mind an important
detail: the files must have exactly the same names.
2
https://pucprsoundgame.netlify.app/
3
README from the Github Repository
CSEDU 2024 - 16th International Conference on Computer Supported Education
180
2.4 Files Available in SFX and
MUSICAS Folders
Table 1 presents the SFX files available in the game.
Each sound must be replaced by a file with exactly the
same name. The same rule is applied to the songs.
Table 1: Files in SFX folder.
File Description
sfx rain int.ogg Rain indoor
sfx wind.ogg Wind outdoor
sfx wind int.ogg Wind indoor
sfx grass1.ogg One step on grass (Variation 1)
sfx grass2.ogg One step on grass (Variation 2)
sfx grass3.ogg One step on the grass (Variation 3)
sfx grass4.ogg One step on the grass (Variation 4)
sfx wood1.ogg One step on wood (Variation 1)
sfx wood2.ogg One step on wood (Variation 2)
sfx wood3.ogg One step on wood (Variation 3)
sfx wood4.ogg One step on wood (Variation 4)
sfx shoot.ogg Shoot
sfx bonfire.ogg Bonfire
sfx jump.ogg Leap
sfx colect.ogg Sound of a collectable item
sfx wall.ogg Sound of wall breaking
The music folder contains 3 files, as described in
Table 2. The replacement for new songs follows the
same rule as SFX (the file must have the same name).
Table 2: Files in MUSICAS folder.
File Description
bgm menu.ogg Main menu music
bgm gameplay.ogg Gameplay music
bgm gameover.ogg Game over music
3 PEDAGOGICAL STRATEGIES
The module of introduction to Digital Game Audio is
offered every semester for students in their first year
of their undergraduate Digital Game Technology de-
gree. At the end of the course, the student devel-
ops sound effects and songs that comprise the whole
sound package for a computer game. The remainder
of this section describes the learning outcomes, the
study topics, course project structure and student’s as-
sessment.
3.1 Learning Outcomes
At the end of the module the students will have devel-
oped:
A project SFX library containing 16 produced,
edited and processed (SFX) items.
A report detailing the editing and processing per-
formed for each SFX.
A project’s Musical library containing 3 songs
(menu, game play and game over).
3.2 Study Topics
The module takes place once a semester and is offered
to freshmen (first period of the course). There are no
prerequisites of any kind, which implies that students
in general have no prior knowledge of sound produc-
tion (as well as art and programming). The course has
a workload of 1h and 30 min per week for 18 weeks.
Table 3 details a summary of information about the
course.
3.3 Course Project Structure
The module project is divided into two phases. The
first phase is intended for the production of sound ef-
fects that are inserted and tested in a game. While
studying the fundamentals of sound, digital audio and
sound production, the student learns to apply these
fundamentals from a practical point of view, develop-
ing a library of sound effects, duly edited, processed,
mixed and mastered. In phase 1 there is no evaluation
by grade - students receive feedback from the teacher
on the improvements that should be made for the next
phase.
3.4 Student’s Assessment
For the student grading, we introduce four different
stages presented in Table 4. Students are graded as
being: Autonomous (AU), for example, and it can be
achieved if, during the course, the teacher perceives
the presence of all the required sound effects, edited
and processed according to the established criteria,
with refined mixing quality. Similar reasoning can be
applied for the grades Capable (CP); Apprentice (AP)
or Under Development (UD).
The second phase is dedicated to Music Produc-
tion (and review of sound effects based on the feed-
back from teacher and peers). At this point, the stu-
dent goes deeper into topics about music theory and
production and, at the same time as producing the
2
Available at: https://www.audacityteam.org/
3
Available at: https://www.presonus.com/
4
Available at: https://www.reaper.fm/
5
Available at: https://www.bandlab.com/
6
Available at: https://www.image-line.com/
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
181
Table 3: Study topics.
Study Topic Main Goals
Sound Design Fundamentals. Introduce the student to fundamental concepts of sound, principles
of acoustics and fundamentals relating to sound design for games.
Introduction to Sound Production. Provide the student a first contact with Digital Audio Workstations
(DAWs), such as Audacity
2
, Studio One
3
, Reaper
4
so that they can
start their sound productions. Students learn the basics of audio
editing, processing and sound synthesis.
Introduction to Music Production. Provide the student an initial knowledge for producing their first mu-
sical soundtracks. An introduction to music theory is covered and
additionally students use other types of DAWs such as BandLab
5
,
FL Studio
6
among others.
Introduction to the Sound De-
signer’s Workflow.
Introduce the student to the sound designer’s workflow for games
and their responsibilities in their day-to-day work.
Table 4: Student´s evolution.
Grade Description
Autonomous (AU) Fulfils 90% to 100% of activities
Capable (CP) Fulfils 70% to 89% of activities
Apprentice (AP) Fulfils 40% to 69% of activities
Under development (UD) Fulfils 0% to 39% of activities
songs, they make the necessary corrections in the
sound effects (if any). For this phase, we established
three criteria, concerning all aspects of a complete
digital game sound design:
1. Sound Effects Production (editing and processing)
- 40% of the grade. In this first criterion we eval-
uate the SFX library produced by the students,
by considering the feedback from the first phase.
Also, in this criterion it is important to carefully
evaluate the quality of each SFX produced by the
students at this point.
2. Music Production - 40% of the grade. In this sec-
ond criterion we evaluate the three new songs pro-
duced, mixed and mastered by the students. It is
important to evaluate the quality of each one of
the produced songs.
3. Overall Sound Production - 20% of the grade. In
this third criterion we evaluate the soundscape,
i.e. the SFX and Songs together with the game
context. It is important that the sound production
as a whole has quality.
The phase 2 evaluation rubric, which includes the
review of sound effects and music production, is de-
tailed as follows. Table 5 presents the evaluation
Criterion (C) on the first column, and the necessary
requirements for the student to be evaluated as Au-
tonomous, Capable, Apprentice or Under Develop-
ment (other columns, from the second to the fifth).
The student gradually advances in learning, com-
pleting steps that will naturally enable them to take
part in the second phase assessment. The novelty of
this evaluation moment are the 3 songs the student
developed during the second phase classes (menu,
gameplay, game over). The student is considered Au-
tonomous if, at the end of the second phase, they fully
produce the sound effects and music, according to the
established criteria, safeguarding the quality of mix-
ing and mastering and the soundscape. Similarly, Ta-
ble 5 presents criteria for determining whether the stu-
dent is Capable, Apprentice or Under Development.
At this point, the teacher has all the sounds and music
separately in order to thoroughly evaluate the produc-
tions of each student.
4 METHODOLOGY
The main objective of this research is to analyze the
effectiveness of using PSG as a tool to support the
teaching of introductory game audio subjects to un-
dergraduate students of a digital games development
course. In order to answer this question, it is impor-
tant to evaluate the data from the students from classes
without and with the use of PSG.
It should be noted that for the purpose of this
analysis, we retrieved the evaluation data of 4 (four)
classes prior to using the PSG. At the same time, we
tabulated data from another 4 (four) classes that used
the PSG as a basis for learning during the years 2020
and 2021. Also, we want to emphasize that the 8
(eight) offerings of the module had the same learning
CSEDU 2024 - 16th International Conference on Computer Supported Education
182
Table 5: Assessment rubric.
Criterion
(C)
AUTONOMOUS (AU) CAPABLE (CP) APPRENTICE (AP) UNDER DEVELOP-
MENT (UD)
1 The sound effects, in
their completeness, have
been edited and pro-
cessed properly in accor-
dance with the exposed
requirements. Previous
feedbacks were taken on
consideration or justi-
fied.
The sound effects, in
their completeness, were
edited and processed
properly according to the
exposed requirements.
Previous feedbacks were
neither taken on consid-
eration nor justified.
The sound effects, (at
least 50%), have been
edited and processed
properly in accordance
with the requirements.
Previous feedbacks were
neither taken on consid-
eration nor justified.
The sound effects, (less
than 50%), were edited
and processed properly
in accordance with the
exposed requirements.
The checkpoint has
not been made, is not
complete or does not
fully reflect what was
requested.
2 The songs, in their en-
tirety, were created prop-
erly in accordance with
the requirements. Care
was taken in relation to
the peculiar characteris-
tics of each one (menu,
game play, game fully
construction.
The songs, partially,
were created properly
according to the exposed
requirements. Despite
all of them having been
developed, there was
integral care regarding
their characteristics.
The songs, partially,
were created properly
according to the exposed
requirements. Of all the
planned ones, one was
not developed.
The songs, partially,
were created properly
according to the exposed
requirements. Of all the
predicted two or three
were not developed.
3 The complete sound
(including all sounds
and music), when
demonstrated in the
game presents accurate
mixing quality, allowing
all sounds and music to
be audible and to match
each other.
Full sound (including all
sounds and music) when
demonstrated in-game
features partial mix
quality. A maximum of
2 sound effects and/or 1
song have the problem of
sounding different from
what the sound actually
is, or at a very different
volume from the rest.
Full sound (including
all sounds and music)
when demonstrated
in-game features partial
mix quality. From 2 to
5 sound effects and/or 1
song have the problem of
sounding different from
what the sound actually
is, or at a very different
volume from the rest.
Full sound (including all
sounds and music) when
demonstrated in-game
features partial mix
quality. More than 5
sound effects and more
than 1 song have the
problem of sounding
different from what the
sound actually is, or at
a very different volume
from the rest.
objectives and were taught by the same teacher. The
main pedagogical difference between them was the
use of the PSG. For this purpose, the game template
was incorporated as a tool in some classes in order
to carry out this analysis. As an immediate benefit,
students were able to perform tasks using this support
tool. Table 6 details student tasks using PSG during
the whole process.
In each week or sequence of weeks the student
uses the PSG (or their own game) for some specific
purpose, related to the current study topic. The ex-
ceptions are weeks 9 or 18, when the student re-
ceives feedback and is evaluated by the teacher. As
presented in the previous section, the project is di-
vided into two phases. Phase 1 coincides with the
first 9 weeks, differing only by the use of PSG. It is
important to emphasize the cyclical characteristic of
this process: the student gradually creates sounds and
tests them on the PSG. From there, it goes through
frequent feedback that makes it go back to creating,
editing and processing the sounds again until the first
version of the library is produced (culminating with
the end of phase 1).The teacher of the module will
then evaluate all the submitted sound packages. The
idea is for the teacher to perceive the presence of all
the required sound effects, and whether or not they
were edited and processed according to the estab-
lished criteria, with a refined mixing quality.
Phase 2 coincides with music production. Here
again, the cyclical and facilitating aspect of the game
is important: as the students produce new music and
correct sound effects, they test immediately in the
game and can immediately see the results, allowing
them to make new revisions until producing the final
result. Besides, the teacher will be able to test all the
sounds and music, together, directly in the game. For
the teacher in this area, this feature is essential and
facilitates their work, allowing them to listen to the
student’s soundscape while covering the entire route
provided for in the game.
For the classes with students without PSG, it
should be noted that the process is the same, but the
students also had to develop their own games. There-
fore, if they had any issues with their own game de-
velopment, this would reflect on the time they had to
work on their game audio library. Method section,
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
183
Table 6: Student´s tasks using PSG.
Class(es) Student´s Tasks using PSG Study Topics
01 Students play the game to identify all the sounds that
exist in PSG. They elaborate a list of all the sounds in
the game and the events that trigger them.
Introduction to Sound Production.
02-08 Students develop their own SFXs. They use PSG to
receive immediate tests of the SFX soundscape. Stu-
dents receive feedback about their SFXs. (Week 9 is for
teacher’s feedback).
Introduction to Sound Production.
10-15 Students make adjustments in their SFXs and test them
in PSG. They also develop their own music. Students
test each soundtrack in different moments of the game
(without the SFXs they created before).
Introduction to Sound Production.
Introduction to Music Production.
16-17 Students test the SFX+music soundscape. (Week 18 is
for teacher´s feedback and evaluation).
Introduction to Sound Production.
Introduction to Music Production.
concerning Participants, Materials, Design and Proce-
dure inspired by (Christensen et al., 2015) is detailed
as follows.
4.1 Participants
Participants in this study included 248 undergraduate
students from the Digital Games from our University.
Participants included 40 females and 208 males. This
study is based on their evaluation during the offering
of a module of introduction to Digital Game Audio.
The module occurs once a year for two classes. In
total 8 classes were evaluated. Students’ privacy is
ensured as the study is based on the analysis of their
grades in different criteria.
4.2 Materials
During the 8 module offerings, student grades were
catalogued. For each student there is a grade for each
criterion (totaling 3 grades) and a final average for the
subject. The first 4 classes did not use PSG. The last
4 used. A complete compilation of these data was
carried out by separating them into two groups.
4.3 Design and Procedure
The variables of this study are 3 grades of different
evaluation criteria and the weighted average of each
student. Students are divided into two groups (those
who did not use PSG and those who used PSG). In
order to know if there was a significant variation in
the students’ averages without and with the use of the
software, we applied a method of analysis of variance
One way ANOVA and chi-square test on the vari-
ables involved(Miller, 1997)(S¸ahin and Aybek, 2020).
5 RESULTS
In this section we are interested in answering the fol-
lowing research question: What is the effectiveness
of using PSG as a tool to support the teaching of in-
troductory game audio subjects to undergraduate stu-
dents?
We will break our analysis into three parts. In the
first analysis we will look at the overall results by con-
sidering the amount of passing and failing students. In
the second part we will provide a detailed evaluation
by analyzing the different learning evaluation crite-
ria presented in Section 3.4. In the third part we will
present a detailed statistical data analysis.
5.1 Overall Evaluation of PSG
In our first analysis, we will refer to the data pre-
sented in Table 7 which contains information about
the class offering (including the year), whether or not
PSG was used with that class, the number of student
enrolled in the class, the number of approved students,
the number of not approved students and the average
final mark for each class based on the individual eval-
uation of each student in a scale from 0 to 10, being
0 the worst possible grade and 10 the best possible
grade.
In total 150 students were evaluated without PSG
and 98 students were evaluated using PSG. The anal-
ysis of Table 7 shows some interesting results. First,
is that we can see an improvement of the mean over-
all scores of the classes without and with PSG. If we
take into account the average values from the group-
ing of the classes without and with PSG, we can see
an improvement from 8.30 without PSG to 9.01 with
PSG. Second, we can also observe a reduction in the
CSEDU 2024 - 16th International Conference on Computer Supported Education
184
Table 7: Comparision between classes.
Classes Used
PSG
Number of
Students
Approved
Students
Not Approved
Students
Overall
score
1) 2018 - Day NO 32 28 4 7.97
2) 2018 - Night NO 24 21 3 8.13
3) 2019 - Day NO 55 52 3 9.06
4) 2019 - Night NO 39 32 7 7.60
5) 2020 - Day YES 38 35 3 8.84
6) 2020 - Night YES 18 18 0 9.00
7) 2021 - Day YES 35 34 1 9.06
8) 2021 - Night YES 7 7 0 9.66
number of failing students in the classes which used
PSG. In total the number of students who failed the
module that did not use PSG was 17, while the num-
ber of students who failed the module using PSG was
4.
It is important to note that, due to the natural oscil-
lation between the number of students present in each
class, the number of students evaluated decreased be-
tween the first 4 classes and the last 4 (from 150 to
98). This is not a specific issue of the discipline: there
is a natural drop in newcomers to the course in ques-
tion in recent years, furthermore, if we were to evalu-
ate the dropout rates using percentage of students in-
stead of the absolute number we would reach a similar
conclusion, i.e. that using PSG reduces the number of
failing students. However, one might ask, in which
subjects does PSG improve student learning, and that
is precisely the reasoning behind our second analysis,
where we provide an in-depth evaluation and compar-
ison of the different classes.
5.2 In Depth Analysis of PSG
In our second analysis, we will refer to the data pre-
sented in Table 8 which contains detailed informa-
tion about the different class offerings with respect
to the different evaluation criteria presented in Sec-
tion 3.4. On the remainder of this section when we
mention, for example, Class #1 - Criterion 1, we are
referring to all the students in the 2018 Day class
and their respective achievements with regard to cri-
terion 1 (Sound Effects Production (editing and pro-
cessing)). For each criterion, we also present the num-
ber of students according to the category assigned af-
ter the evaluation of their submitted work. The cate-
gories are Autonomous (AU), Capable (CP), Appren-
tice (AP) and Under Development (UD) and the eval-
uation process for each criterion was previously pre-
sented in Section 3.4.
The data analysis corresponding to the 8 mod-
ules offered brought detailed information about the
use of the PSG software to support the introductory
teaching of Game Audio. During 2018 and 2019, 4
(a) Criterion 1 - SFX Production.
(b) Criterion 2 - Music Production.
(c) Criterion 3 - Overall Sound Production.
Figure 5: Comparative analysis between classes by criteria.
(four) classes attended the subject in question. These
4 classes did not have the experience of using the soft-
ware. The next 4 classes of the years 2020 and 2021
used the software. Based on the analysis of Table 8
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
185
Table 8: Student’s grouping by criteria per module offering without and with PSG.
Without PSG
Class #1 Class #2 Class #3 Class #4
Criterion 1 2 3 1 2 3 1 2 3 1 2 3
Autonomous (AU) 13 17 17 16 7 9 52 52 37 28 24 23
Capable (CP) 5 15 11 6 17 12 0 0 15 4 8 9
Apprentice (AP) 11 0 0 0 0 1 0 0 0 0 0 0
Under Development (UD) 3 0 4 2 0 2 3 3 3 7 7 7
Total students 32 24 55 39
With PSG
Class #5 Class #6 Class #7 Class #8
Criterion 1 2 3 1 2 3 1 2 3 1 2 3
Autonomous (AU) 28 20 33 12 11 14 21 32 22 6 7 6
Capable (CP) 7 14 1 6 5 4 7 2 7 0 0 0
Apprentice (AP) 3 4 4 0 2 0 7 1 6 1 0 1
Under Development (UD) 0 0 0 0 0 0 0 0 0 0 0 0
Total students 39 38 18 7
and Figure 5 some evidence of learning improved by
using the PSG appeared and can be summarized in the
following points:
1. The average of students in the category Au-
tonomous generally grew. Considering the criteria
separately, the following can be observed:
(a) Autonomous in criterion 1 went from 72.7% to
68.4%.
(b) Autonomous in criterion 2 went from 66.7% to
71.4%
(c) Autonomous in criterion 3 went from 57.3% to
76.5%
Based on these values, the growth of students in
this criterion, went from 65.50% (computed as
the average between 72.7%, 66.7% and 57.3%)
to 72.10% (computed as average between 68.4%,
71.4% and 76.5%).
2. The category Under Development practically dis-
appeared. This result is highly relevant since it
means that the group of students that were likely
to struggle with the class topics and being in risk
of failing the class had an improved learning ex-
perience and were able to perform better.
3. The overall average of students in the category
Apprentice grew from 2.66% (average between
7.30%, 0,00% and 0,07%) to 9.88% (average be-
tween 11,20% 7,10% and 11,20%). In our analy-
sis, this is due to the rise of students Under Devel-
opment to the other categories.
4. The overall average of students in the cate-
gory Capable decreased slightly from 22.66%
(10,00%, 26,70% and 31,30%) to 18% (20,40%,
21,40% and 12,20%). In our analysis, this is due
to the redistribution of students into the categories
Autonomous and Apprentice.
5. In particular, the average number of students Au-
tonomous in criterion 3 (Overall Sound Produc-
tion) grew (from 57.3% to 76.5%). Our analy-
sis on this item is that PSG gave students greater
independence to be able to mix their sounds and
music in an easier way in the game, which al-
lowed them to produce better results in this regard
in comparison with students that did not use PSG.
We believe that this is greatly in part due to the
PSG giving the students an authentic environment
to make the final production, since it allows them
to perceive and tune the audio parameters for the
different moments in the game. For example, the
volumes of the footsteps, the rain and the shoot-
ing with regard to each other as well as with the
volume of the background song.
5.3 Statistical Data Analysis
The comparison of the averages of the scores in each
criterion and in the overall grade was performed using
ANOVA (S¸ahin and Aybek, 2020). As detailed in sec-
tion III, our three assessment criteria (C1, C2 and C3)
constitute a student’s overall grade G that is formed
on the basis of 40%, 40%, 20% weighting. Even so,
for the purposes of analysis, we have scores from 0
to 10 for each criterion. Table 9 details the mean and
deviation for each of these data:
Knowing that the calculation of each criterion is
independent of each other, we ran different tests con-
sidering the group (with or without PSG) as an in-
dependent variable and criterion as a dependent vari-
able. Levene’s test (Glass, 1966) was applied to ver-
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186
Table 9: Means and overall grade.
PSG C1 (SFX Pro-
duction)
C2 (Music
Production)
C3 (Overall
Sound Pro-
duction)
G (Student
Overall
Grade)
Mean NO 8.31 8.41 8.07 8.30
YES 8.92 9.03 9.13 9.01
Std Dev NO 2.89 2.58 3.00 2.63
YES 1.63 1.73 1.70 1.32
Table 10: Homogeneity of Variances Tests (Levene’s).
F df1 df2 p
C1 11.02 1 246 0.001
C2 6.21 1 246 0.013
C3 8.24 1 246 0.004
Grade 14.63 1 246 <.001
ify whether or not there was homogeneity of variance.
The results of the test are presented in Table 10. Addi-
tionally, and following the same reasoning, a qualita-
tive analysis using the chi-square test was performed
according to the classification in each criterion that
varies according to the categories Autonomous (AU),
Capable (CP), Apprentice (AP) and Under Develop-
ment (UD) comparing students by using or not using
the software. The results are presented in graphical
form in Figure 6. For all cases, a value of p = 0.05 was
used. The chi-square test results for the categories and
respective values were: C1=0.00; C2=0.00; C3=0.00
and Grade=0.01. This result reinforces our hypothesis
that there was a statistically significant difference for
the groups (with or without PSG) and that supports
the comparative presentation of the data presented in
Section 5.2.
6 THREATS TO VALIDITY
The possible threats to the validity of this research are
the following.
a) COVID-19 Pandemic. This research was par-
tially developed during the COVID-19 pandemic.
When the pandemic hit we had roughly one week
to transition between in person classes to remote
emergency teaching. We describe more details
about this transition in our game development un-
dergraduate course in a previously published pa-
per (Moro et al., 2021). Therefore, having the
PSG available was very helpful for our remote
classes, even though it was originally designed
to be used in the in-person classes. Even un-
der the emergency remote teaching the students
were able to perform better than in the previous
classes that did not use PSG. In that sense, hav-
ing a specific game context where they focus on
developing only the game audio artefacts might
have helped more than usual.
b) Using PSG vs. Developing their own Games. One
aspect that is important to recall is that usually our
traditional approach teaching introductory game
audio is to make the students develop their own
games (for other classes that they are taking in
parallel) and then use that same game for them
to create the game audio assets. In our experi-
ence, the students will have the whole course to
create the game audio assets for their games, and
normally most of them find it very challenging to
create their game and to also produce the game au-
dio assets. Therefore, for introductory game audio
classes, we believe that PSG is very helpful as it
allows the students to focus only on the game au-
dio related tasks and assignments. Furthermore,
as soon as the students finish working on their
game audio, they can readily test it with context,
which helps them to perceive if their game audio
assets are working as intended or if they should
still work on it. This might be the main reason
why students in the classes where PSG was used
obtained better scores on average than those in the
classes without PSG.
c) User-Bias. It should be noted that the main users
of PSG are also their developers. Therefore there
might be some usability issues when used by
other educators worldwide but we will gladly as-
sist other educators who are willing to use PSG in
their introductory game audio classes.
7 CONCLUSION
Game Audio plays an important role in the digital
games industry, however there are very few papers
that address initiatives about the challenges of teach-
ing game audio or that propose and validate novel
approaches for teaching game audio. In this paper
we have presented and evaluated the PUCPR Sound
Game, which is a freely available digital game tem-
plate developed in Unity, that supports the teaching
Teaching Introductory Game Audio to Undergraduate Students Using a Novel Digital Game Template
187
(a) Statistical Results for Cri-
terion 1 - SFX Production.
(b) Statistical Results for Cri-
terion 2 - Music Production.
(c) Statistical Results for Crite-
rion 3 - Overall Sound Production.
(d) Statistical Results for Overall Grades.
Figure 6: Statistical Results.
and learning process for introductory game audio as
the students are able to focus on the production of
different game audio artefacts. Furthermore, the stu-
dents can use any music production tools and do not
need to understand unity to load their developed game
audio artefacts in the game.
In order to gauge the benefits of using PSG in the
classroom, we have performed an analysis of 8 dif-
ferent offerings of the introductory game audio mod-
ule (4 without and 4 with PSG) in the Digital Games
Development undergraduate course at our university.
The evaluation processes across all offerings of the
module is based on a specific rubric for the different
game audio artefacts. In total three sets of game audio
artefacts are evaluated: Sound Effects (SFX) Produc-
tions; Music Production; and Overall Sound Produc-
tions. Grades are assigned to all classes based on this
rubric and depending on the student grade they are
classified among one of four different groups. Based
on the analysis of the results of the grades obtained by
the students across the different offerings of the mod-
ules, it has become clear that students who had access
to PSG were able to achieve better grades, as there
were in learning, making students more autonomous
and also drastically reducing the number of students
who were practically unable to develop almost any-
thing of the subject. This evidence was reinforced
considering the increase in the mean overall score of
the students and the decrease in the failure rates.
As future research direction we plan to continue to
improve PSG in order to add new functionalities for
educators and students:
New Phases. Currently the software has a single
scenario. With planning, it is possible to develop
different scenarios taking into account gradual de-
grees of difficulty from what is expected to be ex-
plored from the point of view of sound learning.
Report Mode. It would allow the teacher to re-
ceive a closure on the student’s actions (with their
permission) facilitating the evaluation process.
Sound Exploration Mode. would let students to
experiment with different sounds developed by
other students. This could include good and bad
sound designs to enable the students to experi-
mentally understand these concepts.
Additional Game Genres. the current version of
PSG contains only one game loop. It will be in-
teresting to create more game loops with differ-
ent themes and eventually allow students to cus-
tomize their games on other aspects such as the
aesthetics of the game.
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188
ACKNOWLEDGEMENTS
The authors thank the support from PUCPR, CAPES
and CNPq.
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