2. Purpose
Insight on open-ended technology-based learning
approach in a traditional school environment.
Research Question:
How do students experience learning in game design
and development environment in terms of 21st century
skills?
3. Points of Interest
Open-ended constructivist learning vs. Didactic direct
instruction
Procedural knowledge vs. declarative knowledge
Game/play learning vs. Standards-based knowledge
acquisition
10. Students’ Experience
Creativity and innovation learning
Julia, grade 7: “When I’m making a game, it makes me feel I’m
imagining something like if I’m in a world of imagination or I’m
asleep and I’m dreaming.”
Communication and collaboration
Justin, grade 8: “…you can pretty much work together and that helps
you out in working together as team with other people and
building up your [game].”
Critical Thinking & Problem solving
Blanca, a grade 8: “It makes me understand how the computer talks
and how it’s different from, let’s say our language, how the
computer has its own language and we have ours.”
11. Discussion
Creative and innovative thinking in authentic game
authoring: positive feeling and deep satisfaction
Content confluence—integrated holistic learning of
subjects
Deep-learning concept—underlying causes and deep
explanations
Involves interactive technology-integrate constructivist
learning environment
12. What does this mean?
Curriculum Tension:
Open-ended constructivist learning vs. Didactic direct
instruction
Procedural knowledge vs. declarative knowledge
Game/play learning vs. Standards-based knowledge
acquisition
Active learning vs. Passive learning
14. Contact Information
Cesar C. Navarrete,
University of Texas at Austin
ccnavarrete@utexas.edu
Laura Minnigerode,
World Wide Workshop
laura@worldwideworkshop.org
Editor's Notes
The identified importance in this curricular mode: game authoring is significantly different from game.-based learning in that students create a digital game
program in action script
Curricular
Specific facets of the game design environment
Creativity and innovation learning
Collaborative learning
Problem solving and critical thinking
Digital Literacy: the language; the code
South Central US Charter Middle School—450 students
85% Hispanic and 12% African American.
46% are English language learners
93% qualifying for free or reduced lunch.
Classrooms:
Technology classroom with 30 desktop computer
Portable building and had 25 laptop computers on tables
Case Triangulation through different sources of data
Creativity and innovation experience identified a personally satisfying and associated with emotion