Achieving digital literacy through game development: an authentic learning experience

Author:

Frydenberg Mark

Abstract

Purpose – This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts, increase student engagement and recruit majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a visual game creation tool to develop original games to play on their computers and mobile devices. Design/methodology/approach – The author created a game development exercise which was implemented in three different sections of an introductory technology course. Students who participated were surveyed about their experiences. In addition, the author considers information technology (IT) skills and aspects of authentic learning which are achieved through this assignment. Findings – Initial findings suggest that students found the gaming assignment offers an opportunity for students with no prior programming skills to create software within a controlled and supportive environment. It allows them to demonstrate their understanding of coding principles, including identifying objects and interactions, and that creating software requires a developer to specify exact instructions for the computer to follow. Research limitations/implications – This study is limited to results from one semester and a small number of students participating. In addition, student frustration with the complicated process of publishing games online may have influenced student attitudes toward the assignment. Practical implications – Challenges of implementing this study on a larger scale are discussed. Social implications – Creating games encourages collaborative learning through trial and error, and students who share their games with friends to play on their devices achieve a sense of pride. Originality/value – While most studies of game development emphasize the programming skills that are developed through creating computer games, this paper looks at a larger scope of digital literacy and IT skills achieved, as well as opportunities to perform tasks often completed by IT professionals.

Publisher

Emerald

Subject

Education,Computer Science (miscellaneous)

Reference13 articles.

1. Bayliss, J.D. (2009), “Using games in introductory courses: tips from the trenches”, ACM SIGCSE Bulletin – SIGCSE ‘09, New York, NY, pp. 337-341.

2. College Board (2015), “Computer science principles”, available at: http://apcsprinciples.org/ (accessed 21 February 2015).

3. Department of Education (2014), “Computing programmes of study: key stages 1 and 2”, Quick Start Computing, available at: www.quickstartcomputing.org/secondary/Resources/section2/Computing%20programmes%20of%20study%20Key%20Stages%201%20and%202.pdf (accessed 21 February 2015).

4. Department of Education, UK (2014), “Quick start: a CPD toolkit for secondary teachers”, from Quick Start Computing, available at: www.quickstartcomputing.org/ (accessed 21 February 2015).

5. Elliott, C. (2007), “Action research: authentic learning transorms student and teacher success”, Journal of Authentic Learning , Vol. 4 No. 1, pp. 34-42.

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