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Game-Centric Pedagogy and Curriculums in Higher Education

Author

Listed:
  • John Murray

    (SRI International)

  • Rikke Toft Nørgård

    (Aarhus University)

  • James Morgan

    (San José State University)

Abstract

This paper examines some recent trends in game-centric education for STEAM (science, technology, engineering, art and mathematics) fields, especially those that explore and promote collaboration among multiple disciplines. We discuss various multimodal design research activities that draw upon the applications and usage of popular technical hackathons and game design jams in educational environments. The intent of this work is to guide and inform new approaches to the core components of STEAM curriculums.Game-centric methods appear to be well-suited to a variety of education and training circumstances, particularly those that apply in transnational settings and/or serve highly diverse student populations. The benefits extend beyond the direct game-building activity; for example, the process can promote broader design thinking skills and encourage better appreciation of the typical understand-create-deliver flow process, which may be found in many different contexts. Other advantages can include the encouragement of critical thinking skills, the ability to safely tinker and experiment, and the empowerment to fail and start over. In these respects, we view game-making as a form of ?future-making?, and thus a valuable vehicle for enhancing general education and long-term life skills.We conclude by describing some opportunities to undertake qualitative and quantitative research on teams of participants in popular game development events, such as the multinational Global Game Jam (GGJ) series. This process involves examining their background demographics, and characterizing the team dynamics and behaviors in the context of their game design and development activities during the game jam.

Suggested Citation

  • John Murray & Rikke Toft Nørgård & James Morgan, 2017. "Game-Centric Pedagogy and Curriculums in Higher Education," Proceedings of International Academic Conferences 5107536, International Institute of Social and Economic Sciences.
  • Handle: RePEc:sek:iacpro:5107536
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    References listed on IDEAS

    as
    1. Rajagopal, 2014. "The Human Factors," Palgrave Macmillan Books, in: Architecting Enterprise, chapter 9, pages 225-249, Palgrave Macmillan.
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    More about this item

    Keywords

    Game-making pedagogyTransnational multidisciplinary learning and teachingScience; technology; engineering; art and mathematics education;
    All these keywords.

    JEL classification:

    • I20 - Health, Education, and Welfare - - Education - - - General
    • C71 - Mathematical and Quantitative Methods - - Game Theory and Bargaining Theory - - - Cooperative Games
    • O31 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Innovation and Invention: Processes and Incentives

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