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Andrew M. Phelps; Christopher A. Egert; Mia Consalvo – International Journal of Designs for Learning, 2021
This article describes the educational, operational, and practical implementation of an upper-division undergraduate studio-style course centered on the subject of game production. Specifically, the article addresses the course organization and processes, the institutional context for the course (i.e., its situated role in the larger curriculum),…
Descriptors: Undergraduate Students, Video Games, Educational Games, Computer Software
de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
Javora, Ondrej; Hannemann, Tereza; Stárková, Tereza; Volná, Kristina; Brom, Cyril – British Journal of Educational Technology, 2019
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game's visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another…
Descriptors: Computer Games, Video Games, Design, Audiences
Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen – International Journal of Information and Learning Technology, 2017
Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…
Descriptors: Educational Technology, Technology Uses in Education, Chemistry, Simulated Environment
Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu – International Association for Development of the Information Society, 2014
This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…
Descriptors: Models, Telecommunications, Educational Games, Simulated Environment
Knochel, Aaron D. – Art Education, 2016
Aaron Knochel, Assistant Professor of Art Education at The Pennsylvania State University in University Park, introduced his preservice art education students to a growing field of design practice that focused on developing open source, affordable prosthetics to kids that could otherwise not afford them. Many of these projects involve three…
Descriptors: Art Education, Preservice Teacher Education, Design, Open Source Technology
Comunian, Roberta; Faggian, Alessandra; Jewell, Sarah – Journal of Education and Work, 2015
In this article, we ask what role both digital and artistic human capital play in the creative economy by examining employment patterns of digital technology (DT) and creative arts and design (CAD) graduates. Using student micro-data collected by the Higher Education Statistical Agency (HESA) in the United Kingdom, we investigate the…
Descriptors: Foreign Countries, Human Capital, Unemployment, Design
Kuo, Ming-Shiou; Chuang, Tsung-Yen – International Journal of Distance Education Technologies, 2013
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Descriptors: Design, Cognitive Processes, Thinking Skills, Creativity
Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Mastel, Kristen; Huston, Dave – Computers in Libraries, 2009
Game-design programs are relatively new in the world of academia, as the author of this article discovered when she worked as Brown College's librarian and learning resource center coordinator. With that newness comes the challenge of determining a "core" collection of materials to support the discipline. This kind of core collection is…
Descriptors: Video Games, Learning Resources Centers, Educational Resources, Computer Software
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