Using Game Design to Teach Informatics and Society Topics in Secondary Schools
This article discusses the use of game design as a method for interdisciplinary project-based teaching in secondary school education to convey informatics and society topics, which encompass the larger social context of computing. There is a lot of knowledge about learning games but little backgroun...
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Published in | Multimodal technologies and interaction Vol. 2; no. 4; p. 77 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Basel
MDPI AG
01.12.2018
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ISSN | 2414-4088 2414-4088 |
DOI | 10.3390/mti2040077 |
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Abstract | This article discusses the use of game design as a method for interdisciplinary project-based teaching in secondary school education to convey informatics and society topics, which encompass the larger social context of computing. There is a lot of knowledge about learning games but little background on using game design as a method for project-based teaching of social issues in informatics. We present the results of an analysis of student-created games and an evaluation of a student-authored database on learning contents found in commercial off-the-shelf games. We further contextualise these findings using a group discussion with teachers. The results underline the effectiveness of project-based teaching to raise awareness for informatics and society topics. We further outline informatics and society topics that are particularly interesting to students, genre preferences, and potentially engaging game mechanics stemming from our analyses. |
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AbstractList | This article discusses the use of game design as a method for interdisciplinary project-based teaching in secondary school education to convey informatics and society topics, which encompass the larger social context of computing. There is a lot of knowledge about learning games but little background on using game design as a method for project-based teaching of social issues in informatics. We present the results of an analysis of student-created games and an evaluation of a student-authored database on learning contents found in commercial off-the-shelf games. We further contextualise these findings using a group discussion with teachers. The results underline the effectiveness of project-based teaching to raise awareness for informatics and society topics. We further outline informatics and society topics that are particularly interesting to students, genre preferences, and potentially engaging game mechanics stemming from our analyses. |
Author | Kayali, Fares Götzenbrucker, Gerit Schwarz, Vera Purgathofer, Peter |
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Cites_doi | 10.1145/3177881 10.1145/1734263.1734357 10.1016/j.compedu.2005.03.003 10.1016/j.compedu.2011.12.020 10.1016/j.compedu.2010.05.007 10.1145/2508859.2516753 10.1145/2676723.2677238 10.1016/j.compedu.2011.01.010 10.1007/978-3-319-05972-3_6 10.1191/1478088706qp063oa 10.1109/CGames.2015.7272970 10.1109/MSP.2005.64 10.4324/9780203052914 10.1016/j.compedu.2011.08.006 10.1145/1280680.1280692 |
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Copyright | 2018 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. |
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SubjectTerms | Commercial off-the-shelf technology Computer science Core curriculum Cybersecurity game design game-based learning Games Informatics informatics and society Interdisciplinary subjects Internet Learning Literacy Privacy project-based teaching Science education Secondary school students Secondary schools Social networks Society Teaching |
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