要求学生完成所有的工作:对完全同行评估的游戏设计和开发课程的分析

P. Lanzi, D. Loiacono
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引用次数: 0

摘要

10年前,我们开设了一门关于电子游戏设计和开发的课程。这是我们大学的第一门关于电子游戏的课程,可能也是我们国家的第一门。我们立即被两个主要的决定吓住了:(i)在课程中开发的项目的选择和(ii)对学生项目的评估。我们想给学生最大的自由,不限制他们的创造力。我们希望他们专注于创造一款人们喜欢的游戏,而不用担心分数目标的最大化,也不用关心他们导师的游戏设计偏好。因此,我们决定让学生完成所有的工作,从提交和选择在课程中开发的游戏概念,到项目的最终评估,对他们的队友的评估,以及基本上的评分。在本文中,我们讨论了我们过去十年的经验,我们的课程组织和评分模式,我们相信,给学生完全的自由来表达自己,让他们大部分,如果不是全部,代理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development
Ten years ago we started a course on video game design and development. It was the first course on video games in our university and possibly in our country. We were immediately daunted by two main decisions: (i) the selection of the projects to be developed during the course and (ii) the evaluation of students’ projects. We wanted to give students the maximum freedom and no limit to their creativity. We wanted them to focus on the creation of a game that people would love to play without worrying about some score objectives to maximize and without caring about their instructors’ game design preferences. Accordingly, we decided to ask students to do all the job, starting from the submission and the selection of the game concepts to develop during the course, up to the final evaluation of the projects, the evaluation of their teammates, and thus basically the grading. In this paper, we discuss our experience over the last ten years with our course organization and grading model that, we believe, gives students complete freedom to express themselves and leaves them most of, if not all, the agency.
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