Making Games With Game Maker: A Computational Thinking Curriculum Case Study

被引:0
|
作者
Jenson, Jennifer [1 ]
Droumeva, Milena [1 ]
机构
[1] York Univ, Toronto, ON M3J 2R7, Canada
来源
PROCEEDINGS OF THE 9TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2015) | 2015年
关键词
game construction; STEM; computational thinking; technology education; Game Maker; coding;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on 'game construction' pedagogy as a vehicle for enhancing computational literacy in middle and high school students. Essentially, game construction-based curriculum takes the central question "do children learn from playing games" to the next stage by asking "(what) can children learn from constructing games?" Founded on Seymour Papert's constructionist learning model, and developed over nearly 2 decades, there is compelling evidence that game construction can increase confidence and build capacity towards ongoing computing science involvement and other STEM subjects. Situated at the intersection of 'maker' pedagogies and inquiry-based learning on one hand and game-based learning on the other, this field of educational research is just now more thoroughly being theorized and implemented. There is still debate as to the utility of different software tools for game construction, models of scaffolding knowledge, and evaluation of learning outcomes and knowledge transfer. In this paper, we present a study we conducted in a classroom environment with three groups of grade 6 students (60+ students) using Game Maker to construct their own games. Our study adds to the growing body of literature on school-based game construction through comprehensive empirical methodology and evidence-based guidelines for curriculum design. We also discuss preliminary results related to computational literacy, in addition to a theorization of game construction as an educational tool that directly engages foundational literacy and numeracy and connects to wider STEM-oriented learning objectives.
引用
收藏
页码:260 / 268
页数:9
相关论文
共 50 条
  • [31] Practicing Formative Assessment for Computational Thinking in Making Environments
    Hadad, Roxana
    Thomas, Kate
    Kachovska, Mila
    Yin, Yue
    JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2020, 29 (01) : 161 - 172
  • [32] Learning Computational Thinking Without a Computer: How Computational Participation Happens in a Computational Thinking Board Game
    Kuo, Wei-Chen
    Hsu, Ting-Chia
    ASIA-PACIFIC EDUCATION RESEARCHER, 2020, 29 (01) : 67 - 83
  • [33] Learning Computational Thinking Without a Computer: How Computational Participation Happens in a Computational Thinking Board Game
    Wei-Chen Kuo
    Ting-Chia Hsu
    The Asia-Pacific Education Researcher, 2020, 29 : 67 - 83
  • [34] The effects of video game making within science content on student computational thinking skills and performance
    Garneli, Varvara
    Chorianopoulos, Konstantinos
    INTERACTIVE TECHNOLOGY AND SMART EDUCATION, 2019, 16 (04) : 301 - 318
  • [35] The Integration of Computational Thinking and Making in the Classroom
    Magda, David
    Gardner-McCune, Christina
    Jimenez, Yerika
    Chu, Sharon
    Kulkarni, Abhsihek
    PROCEEDINGS OF THE 55TH ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, SIGCSE 2024, VOL. 1, 2024, : 778 - 784
  • [36] Assessing Computational Thinking in Students' Game Designs
    Hoover, Amy K.
    Barnes, Jackie
    Fatehi, Borna
    Moreno-Leon, Jesus
    Puttick, Gillian
    Tucker-Raymond, Eli
    Harteveld, Casper
    CHI PLAY 2016: PROCEEDINGS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY COMPANION, 2016, : 173 - 179
  • [37] Exploratory Study of the Influence of Immersion Games on Computational Thinking among University Students
    Fukui, Masanori
    Sano, Yudai
    Xiang, Li
    Ong, Eng Tek
    Yanuarto, Wanda Nugroho
    Anggoro, Subuh
    Ng, Khar Thoe
    2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024, 2024,
  • [38] A Case Study Illustrating Coding for Computational Thinking Development
    Kong, Siu Cheung
    Li, Ping
    24TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2016): THINK GLOBAL ACT LOCAL, 2016, : 579 - 584
  • [39] Computational Thinking in Preschool Age: A Case Study in Greece
    Kourti, Zoi
    Michalakopoulos, Christos-Apostolos
    Bagos, Pantelis G. G.
    Paraskevopoulou-Kollia, Efrosyni-Alkisti
    EDUCATION SCIENCES, 2023, 13 (02):
  • [40] Computational thinking with game design: An action research study with middle school students
    Cafarella, Lorien
    Vasconcelos, Lucas
    EDUCATION AND INFORMATION TECHNOLOGIES, 2025, 30 (05) : 5589 - 5633