“…Nevertheless, there is abundant extant research in using playable games in teaching and learning computer programming and other computer science topics (Hainey, 2009;Kiili, 2005;Moser, 1997;Overmars, 2004;Phelps, Egert, & Bayliss, 2009;Shabalina, Vorobkalov, Kataev, & Tarasenko, 2008;Slator, Hill, & Del Val, 2004;Sung, 2009;Valentine, 2005;Wang & Hu, 2011;Wang & Wu, 2011;Wolz, Barnes, Parberry, & Wick, 2006). According to the prevalent computer architecture technology, this necessarily meant game-themed, game-based, or game-driven programming of uniprocessor machines, using conventional high level languages (Al-Bow, Austin, Edgington, Fajardo, Fishburn, Lara, et al, 2009;Barnes, Powell, Chaffin, & Lipford, 2008;Bayliss, 2007Bayliss, , 2009Chaffin, 2009;Claypool & Claypool, 2005;Cliburn, 2012;Coelho, Kato, Xavier, & Goncalves, 2011;Depradine, 2011;Gestwicki & Sun, 2008;Haden, 2006;Kazimoglu, Kiernan, Bacon, & MacKinnon, 2011;Leutenegger & Edgington, 2007;Muratet, Torquet, & Jessel, 2008, 2009aMuratet, Torquet, Jessel, & Viallet, 2009b). Examples of such work include teaching and learning to program high level: a) imperative or procedural languages (C, Pascal, Basic); b) object-oriented languages (C++, C#, Java) (Chen & Cheng, 2007;Overmars, 2005;Yan, 2009); c) scripting languages (Python) (Wang, 2009); d) applicative, declarative, functional, and function-style languages; e) domain specific languages (MatLab, Mathematica) …”