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 inMultimodal technologies and interaction Vol. 2; no. 4; p. 77
Main Authors Kayali, Fares, Schwarz, Vera, Purgathofer, Peter, Götzenbrucker, Gerit
Format Journal Article
LanguageEnglish
Published Basel MDPI AG 01.12.2018
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ISSN2414-4088
2414-4088
DOI10.3390/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.
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
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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.
Copyright_xml – notice: 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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