Making computer games and design thinking: A review of current software and strategies

Elisabeth Gee, Ivan Alex Games

Research output: Contribution to journalArticle

83 Citations (Scopus)

Abstract

This article provides an overview of computer software and instructional strategies intended to engage young people in making computer games, to achieve a variety of educational goals. It briefly describes the most popular of such programs and compares their key features, including the kinds of games that can be created with the software, the types of communities and resources that are associated with each program, claims made for learning outcomes resulting from use of the software, and the results of empirical research (if any) on the application and outcomes of the software in formal or informal educational settings. A key finding is that existing software and educational applications stress the goal of teaching users about computer programming and place little or no emphasis on teaching concepts related to game design. It concludes by discussing the potential value of explicit attention to "design thinking" as goal of game making in education.

Original languageEnglish (US)
Pages (from-to)309-332
Number of pages24
JournalGames and Culture
Volume3
Issue number3-4
DOIs
StatePublished - 2008

Fingerprint

Video Games
Computer games
computer game
Teaching
Software
Computer programming
Education
Empirical Research
educational setting
empirical research
programming
Thinking
software
Computer Games
Learning
resources
learning
community
education

Keywords

  • Game design
  • Learning
  • Software
  • Thinking
  • Video games

ASJC Scopus subject areas

  • Cultural Studies
  • Human-Computer Interaction
  • Communication
  • Anthropology
  • Applied Psychology

Cite this

Making computer games and design thinking : A review of current software and strategies. / Gee, Elisabeth; Games, Ivan Alex.

In: Games and Culture, Vol. 3, No. 3-4, 2008, p. 309-332.

Research output: Contribution to journalArticle

@article{a85da802bb4b4283912dab4e8b37c86d,
title = "Making computer games and design thinking: A review of current software and strategies",
abstract = "This article provides an overview of computer software and instructional strategies intended to engage young people in making computer games, to achieve a variety of educational goals. It briefly describes the most popular of such programs and compares their key features, including the kinds of games that can be created with the software, the types of communities and resources that are associated with each program, claims made for learning outcomes resulting from use of the software, and the results of empirical research (if any) on the application and outcomes of the software in formal or informal educational settings. A key finding is that existing software and educational applications stress the goal of teaching users about computer programming and place little or no emphasis on teaching concepts related to game design. It concludes by discussing the potential value of explicit attention to {"}design thinking{"} as goal of game making in education.",
keywords = "Game design, Learning, Software, Thinking, Video games",
author = "Elisabeth Gee and Games, {Ivan Alex}",
year = "2008",
doi = "10.1177/1555412008317312",
language = "English (US)",
volume = "3",
pages = "309--332",
journal = "Games and Culture",
issn = "1555-4120",
publisher = "SAGE Publications Inc.",
number = "3-4",

}

TY - JOUR

T1 - Making computer games and design thinking

T2 - A review of current software and strategies

AU - Gee, Elisabeth

AU - Games, Ivan Alex

PY - 2008

Y1 - 2008

N2 - This article provides an overview of computer software and instructional strategies intended to engage young people in making computer games, to achieve a variety of educational goals. It briefly describes the most popular of such programs and compares their key features, including the kinds of games that can be created with the software, the types of communities and resources that are associated with each program, claims made for learning outcomes resulting from use of the software, and the results of empirical research (if any) on the application and outcomes of the software in formal or informal educational settings. A key finding is that existing software and educational applications stress the goal of teaching users about computer programming and place little or no emphasis on teaching concepts related to game design. It concludes by discussing the potential value of explicit attention to "design thinking" as goal of game making in education.

AB - This article provides an overview of computer software and instructional strategies intended to engage young people in making computer games, to achieve a variety of educational goals. It briefly describes the most popular of such programs and compares their key features, including the kinds of games that can be created with the software, the types of communities and resources that are associated with each program, claims made for learning outcomes resulting from use of the software, and the results of empirical research (if any) on the application and outcomes of the software in formal or informal educational settings. A key finding is that existing software and educational applications stress the goal of teaching users about computer programming and place little or no emphasis on teaching concepts related to game design. It concludes by discussing the potential value of explicit attention to "design thinking" as goal of game making in education.

KW - Game design

KW - Learning

KW - Software

KW - Thinking

KW - Video games

UR - http://www.scopus.com/inward/record.url?scp=59849098005&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=59849098005&partnerID=8YFLogxK

U2 - 10.1177/1555412008317312

DO - 10.1177/1555412008317312

M3 - Article

AN - SCOPUS:59849098005

VL - 3

SP - 309

EP - 332

JO - Games and Culture

JF - Games and Culture

SN - 1555-4120

IS - 3-4

ER -