Learning Space Conceptual Model for Computing Games Developers

A. Biloshchytskyi, A. Kuchansky, Y. Andrashko, O. Bielova
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引用次数: 11

Abstract

The article is devoted to the construction of learning space conceptual model for preparation of GameHub computer game developers in higher education institutions. The concept consists of three main components: a methodological or pedagogical component, a technological component, an information component. The article describes processes scheme for developing of learning space infrastructure and reflects the interactions between GameHub participants. The article presents an example of such a scheme for magistracy students, bachelor's degree students and free listeners from one of the Ukrainian universities. An approach to the student knowledge diagnosis is described on the basis of writing and testing analysis. Highlighted results in this paper are useful as a guide for step-by-step organization and for supporting the functioning of game educational hubs in higher education institutions. The described concept includes basic tools that are necessary for effective student training organizing on the principles of computer game development. Learning space conceptual model can serve as foundation for the formation of professionals training implementation roadmap in gaming industry. The concept is proposed for implementation by universities and private IT companies interested in Serious Games industry development.
计算游戏开发者的学习空间概念模型
本文致力于为高校GameHub电脑游戏开发者准备学习空间概念模型的构建。该概念由三个主要部分组成:方法或教学部分,技术部分,信息部分。本文描述了开发学习空间基础设施的流程方案,并反映了GameHub参与者之间的互动。本文介绍了一项针对乌克兰一所大学的法官学生、学士学位学生和免费听众的计划。介绍了一种基于写作和测试分析的学生知识诊断方法。本文强调的结果对于逐步组织和支持高等教育机构中游戏教育中心的运作具有指导意义。所描述的概念包括基本工具,这些工具对于有效地组织计算机游戏开发原则的学生培训是必要的。学习空间概念模型可以作为形成游戏行业专业人员培训实施路线图的基础。这个概念是由对严肃游戏产业发展感兴趣的大学和私人IT公司提出的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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