2013
DOI: 10.1007/978-3-642-41106-9_1
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An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes

Abstract: In the last few years, several learning programs, workshops, technologies, and activities have been introduced and applied to game prototyping activities. The research goal of this work is to investigate how participants experience game prototyping activities. This paper presents a one-day intensive course consisting of both learning and hands-on sessions with open source software (OSS) tools, tangible materials, and sensor boards for creative development of games prototypes. The intensive course program was d… Show more

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Cited by 2 publications
(1 citation statement)
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“…The advances of digital environments, technologies, manufacturing equipment, and community spaces offer diverse opportunities for making practices to facilitate learning, especially when supported by engaging and joyful entertainment technologies and designed in an appropriate pedagogical manner. During the last years, we have seen various hardware and software supporting students to conduct scientific explorations (Chu et al, 2017), create e-textiles, jewelries and wearables (Buechley & Eisenberg, 2008), design simulations and videogames (Torrente et al, 2014), design and code robotic systems (Takacs et al, 2016), create sophisticated games and various programming applications (Kafai & Vasudevan, 2015;Giannakos, Jaccheri & Morasca, 2013). Thus, the plethora of technologies and practices developed during the last years to support making in education enhances the traditional learning with new expressive qualities.…”
Section: Discussionmentioning
confidence: 99%
“…The advances of digital environments, technologies, manufacturing equipment, and community spaces offer diverse opportunities for making practices to facilitate learning, especially when supported by engaging and joyful entertainment technologies and designed in an appropriate pedagogical manner. During the last years, we have seen various hardware and software supporting students to conduct scientific explorations (Chu et al, 2017), create e-textiles, jewelries and wearables (Buechley & Eisenberg, 2008), design simulations and videogames (Torrente et al, 2014), design and code robotic systems (Takacs et al, 2016), create sophisticated games and various programming applications (Kafai & Vasudevan, 2015;Giannakos, Jaccheri & Morasca, 2013). Thus, the plethora of technologies and practices developed during the last years to support making in education enhances the traditional learning with new expressive qualities.…”
Section: Discussionmentioning
confidence: 99%