Skip to main content

Learning Subject Knowledge and Acquiring Twenty-First Century Skills Through Game Development in the Classroom

  • Chapter
  • First Online:
Trends and Applications of Serious Gaming and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

  • 1805 Accesses

Abstract

In this chapter, Hui and Tam describe a case study on student learning Mathematics concepts and acquiring twenty-first century skills by developing their own digital games with Kodu in the classroom. The students have learnt abstract concepts like area, volume, coordination system and basic programming skills through building a complete game in the attractive 3D game world while having fun.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Baranich, K., Currie, C.: Come play! Using games to teach, motivate and engage. Intercom Magazine 6–9 (2004)

    Google Scholar 

  • Ellis, H., Heppell, S., Kirriemuir, J., Krotoski, A., McFarlane, A.: Unlimited learning: the role of computer and video games in the learning landscape [Electronic Version] (2006)

    Google Scholar 

  • Garcia, G.: Digital game leraning. In: Hoffman, B. (ed.) Encycolopedia of Educational Technology. http://www.etc.edu.cn/eet/eet/articles/digitalgamlearn/ (2005). Retrieved 12 Feb 2014

  • Gee, J.P.: Welcome to our virtual worlds. Educ. Leadersh. 66(6), 48–52 (2009)

    Google Scholar 

  • Gee, J.P.: What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, New York (2003)

    Google Scholar 

  • Higgins, S.: The logical zoombinis. Teach. Think. 1(1), 15–18 (2000)

    Google Scholar 

  • Inkpen, K, Booth, K.S., Klawe, M, Upitis, R.: Playing together beats playing apart, especially for girls. In: Proceedings of Computer Supported Collaborative Learning (CSCL) ’95, Lawrence Erlbaum Associates, pp. 77–181 (1995)

    Google Scholar 

  • Kirriemuir, J., McFarlane, A.: Literature Review in Games and Learning. FutureLab, Bristol (2004)

    Google Scholar 

  • Prensky, M.: Digital Game-Based Learning, 1st edn. McGraw-Hill, New York (2000)

    Google Scholar 

  • Prensky, M.: Engage me or enrage me: what today’s learners demand. EDUCAUSE Rev. 40(5), 60–65 (2005)

    Google Scholar 

  • Salomon, G.: Technology and pedagogy: why don’t we see the promised revolution? Educ. Technol. 42(2), 71–75 (2002)

    MathSciNet  Google Scholar 

  • Shumway, S.: Design activity: students designing their own video games. Brignham Young University, Utah (2008)

    Google Scholar 

  • Siexas, P.: Schweigen! die Kinder!” Or, “Does postmodern history have a place in the schools? In: Stearns, P.N., Seixas, P., Wineburg, S. (eds.) Knowing Teaching & Learning History: National and International Perspectives. New York University Press, New York (2000)

    Google Scholar 

  • Smeets, E.: Does ICT contribute to powerful learning environments in primary education? Comput. Educ. 44, 343–355 (2005)

    Article  Google Scholar 

  • Whitebread, D.: Developing children’s problem-solving: the educational uses of adventure games. In: McFarlane, A. (ed.) Information Technology and Authentic Learning, pp. 13–37. London, Routledge (1997)

    Google Scholar 

  • Windham, C.: The student’s perspective. Educating the Net Generation. EDUCAUSE, Boulder, Colo. Available at http://www.educause.edu/educatingthenetgen (2005)

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Clara Hui .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer Science+Business Media Singapore

About this chapter

Cite this chapter

Hui, C., Tam, F. (2014). Learning Subject Knowledge and Acquiring Twenty-First Century Skills Through Game Development in the Classroom. In: Baek, Y., Ko, R., Marsh, T. (eds) Trends and Applications of Serious Gaming and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-4560-26-9_9

Download citation

  • DOI: https://doi.org/10.1007/978-981-4560-26-9_9

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-4560-25-2

  • Online ISBN: 978-981-4560-26-9

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics