Having fun by learning Object Oriented Programming.

About PrOgO...

What is PrOgO ?
PrOgO's team
Credits and partners

What is PrOgO ?

PrOgO main window

PrOgO is a 3D building game for learning Object-Oriented Programming (OOP). PrOgO is designed to be used alone or in class in order to learn the basic concepts of OOP in a funny, fast and effective way.

Each 3D building block is associated with a code element in the studied language. Initially turned towards learning C++, PrOgO will soon address other programming languages.

From object to code

Manipulating 3D building blocks in the virtual world or through the computer code allows to develop advanced virtual robots and even to animate them!

The PrOgO built-in code editor uses an autocompletion system that allows the player to easily write an error-free program. Moreover, syntax highlighting provides fast and easy code reading. A permanent relationship is established between the editor and the virtual world; thus any changes to the virtual world instantly and automatically generates the associated code, and any direct changes to the code instantly applies in the virtual scene.

Autocompletion in code editor

PrOgO's team

Photograph of Adélaïde ALBOUY-KISSI

Adélaïde KISSI

Executive Director

Senior Lecturer in Computer Engineering, Automation and Signal Processing at the University of Auvergne. She coordinates the progress of Tactiléo project at the University of Auvergne and heads the PrOgO team since October 2013.

Photograph of Benjamin ALBOUY-KISSI

Benjamin ALBOUY

Project Manager

Senior Lecturer in Computer Science at the Pascal Institute and the University of Auvergne. He supervises the software design and development, as well as classroom experiments. He is also responsible for the teaching of Object Oriented Programming in the first year of Computer Science - Digital Imaging Diploma at the institute of technology of Le Puy-en-Velay (France).

Photograph of Fahima DJELIL


Researcher and Designer

PhD student in Computer Science at the Pascal Institute. Creator and designer of PrOgO which results from research conducted during his thesis from october 2013. She is at the root of conceptual and educational choices of PrOgO and mainly works on its design and evaluation. She defines the necessary educational resources for using PrOgO in class, as well as scenarios constituting the various learning situations and prepares in-class experiments.

Photograph of Delphine HUGUEL

Delphine HUGUEL

Software developer

Software developer for Tactiléo project within the institute of technology of Le Puy-en-Velay. She is in charge of software implementation of PrOgO.

Other contributors

Eric Sanchez:Lecturer in e-education at the French Institute of Education and the École Normale Supérieure in Lyon. Co-directs the thesis of Fahima Djelil.

Jean-Marc Lavest: Professor at the Pascal Institute. Co-directs the thesis of Fahima Djelil.

Dominique Moncorgé: Teacher of Mathematics and Computer Science at the Computer Science - Digital Imaging Department of the institute of technology of Le Puy-en-Velay. He participated in the planning of the first session of using PrOgO in class and contributed to the integration of PrOgO in the teaching program of the "Algorithmics and C ++ programming" module in the first year degree in Computer Science - Digital Imaging.

Sandrine Mirmand: During his professional degree internship at University of Auvergne in April 2014, she developed the first experimental prototype of PrOgO. She also suggested the "PrOgO" name.

Credits and partners

Logo de Tactiléo
Logo de Maskott
Logo du département Informatique Imagerie Numérique
Logo de l'IUT du Puy-en-Velay
Logo de l'Université d'Auvergne
Logo de l'Institut Français de l'Education

PrOgO was developed as part of the Tactileo project, winner of the call for e-education project initiated by the Ministry of Education within the Future Investments and carried by Maskott society. This is a team of the Computer Science - Digital Imaging department of the institute of technology of the University of Auvergne that develops PrOgO. The French Institute of Education also participates in the development of PrOgO by co-directing Fahima Djelil's thesis.


Here are all the versions of PrOgO.

Logo Windows
PrOgO for Windows

Logo MacOS
PrOgO for MacOS

Logo Linux
PrOgO for Linux

Logo C++
Source code of PrOgO

Teaching resources

We have not yet released these resources in english. However, you could find them here in french . Come back later for english translation!

Scientific publications

  • Fahima Djelil, Adélaïde Albouy-Kissi, Benjamin Albouy-Kissi, Eric Sanchez, Jean-Marc Lavest.Microworlds for Learning Object-Oriented Programming: Considerations from Research to Practice. Journal of Interactive Learning Research. 27 (3), pp. 247-266.
  • Fahima Djelil, Benjamin Albouy-Kissi, Adélaïde Albouy-Kissi, Eric Sanchez, Jean-Marc Lavest. Towards a 3D virtual game for learning Object-Oriented programming fundamentals and C++ language: Theoritical considerations and empirical results. 7th International Conference on Computer Supported Education, CSEDU 2015, May 23-25, Lisbon, Portugal.
  • Fahima Djelil, Adélaïde Albouy-Kissi, Benjamin Albouy-Kissi, Eric Sanchez, Jean-Marc Lavest. Alice, Greenfoot et Prog&Play ou comment apprendre la programmation orientée-objet par le jeu. 7ème édition de la conférence sur les environnements Informatiques pour l’Apprentissage Humain, EIAH’2015, 2-5 Juin 2015, Agadir, Maroc.
  • Fahima Djelil, Eric Sanchez, Benjamin Albouy-Kissi, Jean-Marc Lavest, Adélaïde Albouy-Kissi. Towards a learning game evaluation methodology in a training context: A literature review. The 8th European Conference on Games Based Learning, ECGBL 2014, 9-10 October 2014, Berlin, Germany.
  • Fahima Djelil. Comment évaluer un jeu d’apprentissage en contexte de formation professionnelle. 5èmes Rencontres Jeunes Chercheurs en EIAH, RJCEIAH’ 2014, La Rochelle, 16-17 Juin 2014.

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