English (United Kingdom) Hebrew

Mama - an educational 3D programming language

Mama is an educational programming language and development environment, designed to help young students start programming by building 3D animations and games.

edu link Download
edu link Documentation
edu link Release notes

With Mama students can:
  • build and edit new scenes
  • use rich object gallery
  • create 3D objects
  • create movies - record of a program run - and upload to YouTube/Facebook
  • create your own stand alone Mama programs
  • build interactive tutorials (for instructors)

Download Mama - English version

  Download   Download Mama - English version !

(This product includes software developed by Carnegie Mellon University.)
Mama screen shot


Before start of installation, please verify that the destination computer has the following minimal requirements:
  • Operating system: Windows XP / Vista / 7 / 2000 / ME
  • Memory (minimum): 512MB
After download run the setup program and follow the displayed instructions.

This month's project: Ajax
Author: Harrison Pierce, Age 14,9th grade student at Beth Tfiloh Dahan Community High School Baltimore, Maryland, USA
Mama demo project


Click here for the complete Mama documentation.

Mama IDE origin

Mama IDE is an improvement of Carnegie Mellon's open source Alice development environment, supporting unicode, build and edit of 3D objects, uploading animations to YouTube, and much more.


  1. Tucker, A., Deek, F., Jones, J., McCowan. D., Stephenson, C., & Verno, A. ACM K–12 Task Force (2003). A Model Curriculum for K-12 Computer Science. Final Report of the ACM K-12 Task Force Curriculum Committee. Retrieved February 20, 2007.[1]
  2. IFIP – Unesco (1998). Technical committee3 (TC3) – ICT and Education. Retrieved March 16, 2007. [2]
  3. "Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers", Kelleher, C. and Pausch, R., ACM Comput. Surv. 37, 2 (2005)
  4. Gurbiel, E., Hardt-Olejniczak, G., & Kolczyk, E. Schollmeyer, M. (1996). Computer programming in high school vs. college. Proceedings of the SIGCSE 1996 Conference, Philadelphia, PA, USA, 378–382.
  5. Hazzan, O., & Lapidot, T. (2004). The practicum in computer science education: Bridging gaps between theoretical knowledge and actual performance, inroads – the SIGCSE Bulletin, 36(4), 47-51.
  6. Hazzan, O., Adams, E., Loftsson, H., & Young, A. (2003). International perspective of women and computer science, Proceedings of SIGCSE 2003 - The 34th Technical Symposium on Computer Science Education, Reno, Nevada, USA, 45-46.
  7. Henderson, P. H., De Palma, O., Almstrum, V. L., Hazzan, O., & Potter Kihlstrom, K. (2002). Women, mathematics and computer science, Proceedings of the 33rd Technical Symposium on Computer Science Education SIGCSE 2002, Covington, Northern Kentucky - The Southern Side of Cincinnati, USA, 131-134.
  8. "Making Computer Games and Design Thinking: A Review of Current Software and Strategies", Hayes, E. and Games, A., Games and Culture (2008). 3: 309
  9. Graham, S., & Latulipe, C. (2003). CS Girls Rock: Sparking interest in computer science and debunking the stereotypes, Proceedings of the SIGCSE 2003 Conference, Reno, Nevada, USA, 322–326.
  10. Guindon, R., Curtis, B., & Krasner, H. (1987). A Model of cognitive processes in software design: An analysis of breakdowns in early design activities by individuals. Technical Report No. STP-283-87. Austin, TX: Microelectronics and Computer Technology Corporation.
  11. Kim, J., & Lerch, F. J. (1992). Towards a model of cognitive process in logical design: Comparing object-oriented and traditional functional decomposition software methodologies. Proceedings of the SIGCHI Conference on Human Factors in Computer Systems, 489-498, Monterey, California.