Affiliation:
1. Arizona State University, USA
Abstract
The purpose of this chapter is to provide an overview of current literature on video game making and modding (modification). The chapter describes key game making tools and educational programs that incorporate game making, to promote student outcomes ranging from media literacy to the development of computational thinking and greater interest in computer science. This is followed by a discussion of empirical literature on game making and modding as fan practices, and an overview of new game making tools and communities that are blurring the lines between educational, professional, and fan-driven game making practices. Lastly, the chapter addresses key issues, directions for future research, and recommendations for policy and practice.
Reference86 articles.
1. What do students learn about programming from game, music video, and storytelling projects?
2. Using scalable game design to teach computer science from middle school to graduate school
3. Computing creativity
4. Blikstein, P. (2013). Seymour Papert’s legacy: Thinking about learning, and learning about thinking. Retrieved from https://tltl.stanford.edu/content/seymour-papert-s-legacy-thinking-about-learning-and-learning-about-thinking
Cited by
13 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献