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Engaging Students in Computer Science Education through Game Development with Unity

机译:通过统一的游戏开发,从事计算机科学教育的学生

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Learning how to code by creating video games promises high motivation, engagement and fun for the students. In this study, the Unity Game Development Environment, a widely spread tool for professional game developers, was employed for teaching secondary school students to develop their own video games. The research design for the game development activities followed a Design-Based Research approach. The learning design was based on situated learning accompanied by a mix of tutorials, teacher explanations and support & collaboration amongst the students. The results of the first iteration of Design-Based Research confirmed the hypotheses that video game development was fascinating and engaging for the majority of young learners. Using a professional tool with an embedded physics engine provided additional attraction for teenagers. From the first cycle of game development we learned that dealing with the complexity of the development environment in a systematic way, time management, advanced teachers' competencies in handling the environment, and providing well balanced learning materials are crucial to successfully employ a professional tool like Unity in secondary education. Besides improved materials and a stepwise process of adding complexity e.g. by starting with developing mini-games, the most important change for the second cycle is to significantly extend the time allocated for game development. This seems justified due to the vast spectrum of skills and competences students tend to acquire when collaborating on complex and exciting issues like developing games.
机译:学习如何通过创建视频游戏来代码为学生提供高的动机,参与和乐趣。在这项研究中,统一游戏开发环境是专业游戏开发商广泛传播的工具,受雇用于教育中学生开发自己的视频游戏。游戏开发活动的研究设计遵循基于设计的研究方法。学习设计基于位于学习的教程,教师解释和学生支持和协作的陪同下。基于设计的研究的第一次迭代的结果证实了视频游戏开发对大多数年轻学习者吸引人的假设。使用具有嵌入物理引擎的专业工具为青少年提供了额外的景点。从第一个循环开发循环我们了解到,以系统的方式处理开发环境的复杂性,时间管理,先进的教师在处理环境中的能力,以及提供良好的均衡学习材料至关重要,可以成功使用专业的工具中等教育的统一。除了改进的材料和加入复杂性的逐步过程之外。通过从开发的迷你游戏开始,第二个周期最重要的变化是大大扩展为游戏开发分配的时间。这似乎是合理的,因为巨大的技能和能力学生倾向于在合作和令人兴奋的问题上展开的剧烈游戏时收购。

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