Enhancing Creative Arts Education through Game-Based Learning
This research explores the integration of game mechanics within creative arts education to enhance collaborative skills among students. By employing gaming techniques such as role-play, storytelling, and resource creation, students can improve their creative abilities and foster effective teamwork. The framework evaluates the impact of these strategies on student learning and engagement, ultimately aiming to achieve desired learning outcomes and enhance the overall learning experience in the arts.
Enhancing Creative Arts Education through Game-Based Learning
E N D
Presentation Transcript
Games Based Learning in the Creative Arts Steph Comley
World of Warcraft, Blizzard Course Sans Gagnant – Moisant, 2005 Time Capsule – Whitton, 2007
Subject Benchmark Statement Group projects engage art and design students in extending their creative abilities into the arena of collaboration … Students will have the ability to interact effectively with others, for example through collaboration, collective endeavour and negotiation. (QAA, 2008) Develop and sustain effective collaborative working methods Demonstrate a work ethic that encompasses collaborative and cooperative learning
Game Mechanic Story-telling Role-play Countdown / timer Improvisation Memory mechanics Building/resource creation Role-play Visualization Story-telling Achievements / Badges Levels / points Conceptualization / “Pitching”
DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? • Game Mechanics • Desired Learning Outcomes • Artifact creation / Completion • Game type • Game Characteristics • Pedagogical approach • Desired arts to engage • Skills outcome • Extraction required? (e.g. Portfolio)
DRAFT - Conceptual framework for application of game mechanics to digital resources in creative arts • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? • Game Mechanics • Desired Learning Outcomes • Artifact creation / Completion • Game type • Game Characteristics • Pedagogical approach • Desired arts to engage • Skills outcome • Extraction required? (e.g. Portfolio)
from 111 projects / e-learning initiatives 87% reported intentions to improve student learning outcomes • Digital Resource • Analysis • Data Collection • Staff / Student Experience? • Achievement of Learning Outcomes? 37% could actually report such an outcome Alexander, S. (1999). An evaluation of innovative projects involving communication and information technology in higher education. Higher Education Research & Development. 18 (2), 173-183.
@Steph_Comley Lifeneedsgames.wordpress.com steph.comley@falmouth.ac.uk Miriamelle, Splintered Hand, Turalyon