What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Adventure Author: a learning environment to support creative design
Proceedings of the 6th international conference on Interaction design and children
Computer game design: Opportunities for successful learning
Computers & Education
Computer game development as a literacy activity
Computers & Education
Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Students' perceptions about the use of video games in the classroom
Computers & Education
Computer-game construction: A gender-neutral attractor to Computing Science
Computers & Education
Learning computer science concepts with scratch
Proceedings of the Sixth international workshop on Computing education research
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This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games using software called Adventure Author. The paper reports on analysis of the games produced by the children and documents the range of new media storytelling skills used as well as examining how the pupils responded to peer reviews of their games. In light of concerns raised in the literature that girls may be disadvantaged by classroom games projects, it investigates whether there are gender differences in the game making skills displayed by the learners. The results of the study indicate that girls' games score more highly than boys', particularly on skills relating to storytelling.