Creativeculture: Can teachers be game designers?

Sylvester Arnab, Jacey Lynn Minoi, Fitri Mohamad, L. Morini, S. Clarke

    Research output: Chapter in Book/Report/Conference proceedingConference proceedingpeer-review

    3 Citations (Scopus)

    Abstract

    Games, which are more readily blended with existing educational techniques and practices, are more likely to be accepted by teachers as useful resources. Hence, it is worth ensuring the design of game-based learning resources might support such blending, which can range from pragmatic considerations, such as how well an intended play session fits within a teaching schedule or homework arrangement, to pedagogical designs, which seek to address shortcomings in didactic instruction. To promote the sense of ownership and autonomy to break the barriers of adoption, not only that teachers should be part of the development process but they should also be empowered to create or co-create their games-removing the barriers to the development of game-based learning resources. In the CreativeCulture initiative, a project funded by the Newton Fund, teachers are empowered to create their games towards engaging learners with educational contents. Game making can be used to foster the development of transversal skills, such as 21st-century skills, where individuals can design and construct their games, often working in teams, allowing them to engage in a task that involves, and at the same time, fosters collaboration, problem solving and creativity. This case study extends the game design thinking process in proposing a solution for teachers in co-creating and developing their educational games. This process is examined through a study involving 43 teachers over two academic semesters. A total of eighteen game-based learning resources have been developed through the initiative, which has been tested in seven local primary schools in rural and semi-rural areas in Malaysia. This paper reflects on the lessons learnt and observations, which may provide insights on how game-based learning can remove barriers to the process of innovating the way we teach and learn.

    Original languageEnglish
    Title of host publicationProceedings of the 13th International Conference on Game Based Learning, ECGBL 2019
    EditorsLars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid
    PublisherDechema e.V.
    Pages32-40
    Number of pages9
    ISBN (Electronic)9781912764389
    DOIs
    Publication statusPublished - 1 Jan 2019
    Event13th European Conference on Games Based Learning - The University of Southern Denmark, Odense, Denmark
    Duration: 3 Oct 20194 Oct 2019
    Conference number: 13
    https://www.academic-conferences.org/conferences/ecgbl/

    Publication series

    NameProceedings of the European Conference on Games-based Learning
    Volume2019-October
    ISSN (Print)2049-0992

    Conference

    Conference13th European Conference on Games Based Learning
    Abbreviated titleECGBL
    Country/TerritoryDenmark
    CityOdense
    Period3/10/194/10/19
    Internet address

    Keywords

    • Co-creativity
    • Game design
    • Game-based learning
    • Higher education
    • Playful learning

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computer Graphics and Computer-Aided Design
    • Computer Networks and Communications
    • Human-Computer Interaction
    • Software
    • Control and Systems Engineering
    • Education

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