About this paper

Appears in:
Pages: 3383-3392
Publication year: 2020
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0764

Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference

CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY

T. Wernbacher1, R.A.P. Reuter2, N. Denk1, A. Pfeiffer3, N. König1, K. Fellnhofer4, A. Grixti5, S. Bezzina6, E. Jannot7

1Danube University Krems (AUSTRIA)
2University of Luxembourg (LUXEMBOURG)
3Massachusetts Institute of Technology (UNITED STATES)
4ETH Zürich (SWITZERLAND)
5Malta Information Technology Agency (MALTA)
6Ministry of Education Malta (MALTA)
7University of Applied Sciences Europe (GERMANY)
Besides the pure application of serious games as tools for knowledge transfer, a further trend has been observed in the last few years: The creation of games as an opportunity to gain practical experience and thereby also build up valuable knowledge. In this context several approaches are possible, such as using paper prototyping, applying Game-Maker tools like Scratch, RPG-Maker, Construct 3 or Game Maker Studio 2, next to the option to use actual game engines like Unity. This contribution aims to discuss the possibility of creating games in a very specific, predefined genre using Game Maker tools that have been especially developed for use in an educational context and therefore offer didactic guidance. The Game Creator tool which was developed as part of the Erasmus+ project Create Digital Games for Education (CDG4E) is presented in more depth. With this tool you can create decision card games inspired by the mobile game bestseller "Reigns". Within the project, the consortium created educational games in different areas such as fake news prevention and STEM education. In addition to these ready-made games, another focus was placed on using the tool itself as a teaching technique, for example to create games on a specific topic with school classes or within youth work, but also as an instrument for setting up dedicated "game jams". This contribution reports on the advantages and drawbacks of creating the tool itself by analyzing qualitative and quantitative data gathered during the iterative design process of the Game Creator.
@InProceedings{WERNBACHER2020CRE,
author = {Wernbacher, T. and Reuter, R.A.P. and Denk, N. and Pfeiffer, A. and K{\"{o}}nig, N. and Fellnhofer, K. and Grixti, A. and Bezzina, S. and Jannot, E.},
title = {CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY},
series = {13th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2020 Proceedings},
isbn = {978-84-09-24232-0},
issn = {2340-1095},
doi = {10.21125/iceri.2020.0764},
url = {http://dx.doi.org/10.21125/iceri.2020.0764},
publisher = {IATED},
location = {Online Conference},
month = {9-10 November, 2020},
year = {2020},
pages = {3383-3392}}
TY - CONF
AU - T. Wernbacher AU - R.A.P. Reuter AU - N. Denk AU - A. Pfeiffer AU - N. König AU - K. Fellnhofer AU - A. Grixti AU - S. Bezzina AU - E. Jannot
TI - CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY
SN - 978-84-09-24232-0/2340-1095
DO - 10.21125/iceri.2020.0764
PY - 2020
Y1 - 9-10 November, 2020
CI - Online Conference
JO - 13th annual International Conference of Education, Research and Innovation
JA - ICERI2020 Proceedings
SP - 3383
EP - 3392
ER -
T. Wernbacher, R.A.P. Reuter, N. Denk, A. Pfeiffer, N. König, K. Fellnhofer, A. Grixti, S. Bezzina, E. Jannot (2020) CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY, ICERI2020 Proceedings, pp. 3383-3392.
User:
Pass: