
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
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