Games Development for Pedagogical and Educational Purposes

Author:

Carvalho Vitor1,Leão Celina Pinto1,Soares Filomena1,Cruz-Cunha Maria Manuela2

Affiliation:

1. University of Minho, Portugal

2. Polytechnic Institute of Cavado and Ave, Portugal

Abstract

This chapter presents a research developed in collaboration by two higher education institutions. Nowadays, high education programs can only be successful with the use of new technologies in the teaching/learning process, especially when there are special education requirements. Two experiments were carried out: (1) a set of billiard balls, for snooker game, simulated by using physics laws and, (2) aLJo 2009, a game whose aim is to achieve the correct sorting of a sequence to accomplish a common task. Both projects were developed by students from University of Minho (UM), with different background and from different engineering courses. The snooker game, an academic project, aims to demonstrate that, through a simple game, several areas of knowledge can be used. On the other hand, aLJo 2009 was developed considering a collaboration protocol between UM and the Parents and Friends Association of the Citizen with Mental Deficiency (APPCDM), to improve behavior and social skills in patients with mental impairments.

Publisher

IGI Global

Reference24 articles.

1. allegro.cc. (n.d.).Game developing community network. Retrieved March 20, 2010 from http://www.allegro.cc/

2. Investigating the impact of video games on high school students’ engagement and learning about genetics

3. Carpick, R. W. (2002). Who Wants to be an Engineer? Or Better Teaching through Game Shows. In Proceedings of the 2002 American Society for Engineering Education Annual Conference & Exposition (10 pp.). American Society for Engineering Education.

4. do2learn, Learning Games for Young People with Disabilities. (n.d.). Retrieved March 20, 2010 from http://www.dotolearn.com/

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