Teaching Students How to Make Games for Research-Creation/Meaningful Impact: (Is Hard)

M. Consalvo, Andrew M. Phelps
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引用次数: 2

Abstract

There are multiple courses in higher education today that expose students to elements of game studies, development, design, and associated research methods, but far fewer explore using games directly as a method for research creation. There are emerging themes in the field around curricular efforts that consider the role of games as a method to (1) advance research (broadly defined) through the act of making games; (2) use games as tools for doing research; and (3) creatively present research topics and findings through games. This paper presents a post-mortem analysis of two courses that were designed, developed, and offered to graduate students at separate universities with these topics in mind, describing their success, failure, and lessons learned. One of these universities is largely focused on doctoral students in game studies, while the other is focused on MFA students in game design, and both offer game-centric MA programs, and also opened these courses to other graduate students in related fields. By examining the design, development, and evaluation of these courses as a comparative case study, the authors provide a practical narrative of best practice in the emerging area of games as research creation tools and associated curriculum.
教学生如何为研究创造/有意义的影响制作游戏:(很难)
如今,高等教育中有许多课程向学生展示游戏研究、开发、设计和相关研究方法的元素,但很少有人直接将游戏作为研究创造的方法。围绕着课程努力,该领域出现了一些新兴主题,即将游戏视为一种方法:1)通过制作游戏的行为推进研究(广义上的);(2)利用游戏作为研究工具;(3)通过游戏创造性地呈现研究课题和发现。本文提出了对两门课程的事后分析,这两门课程是在不同的大学设计、开发和提供给研究生的,并考虑到这些主题,描述了它们的成功、失败和吸取的教训。其中一所大学主要面向游戏研究领域的博士生,而另一所则专注于游戏设计领域的MFA学生,两所大学都提供以游戏为中心的硕士课程,并向其他相关领域的研究生开放这些课程。通过将这些课程的设计、开发和评估作为比较案例研究,作者提供了游戏作为研究创造工具和相关课程的新兴领域最佳实践的实际叙述。
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