Skip to main content

Advertisement

Log in

Gifted students’ learning experiences in systematic game development process in after-school activities

  • Development Article
  • Published:
Educational Technology Research and Development Aims and scope Submit manuscript

Abstract

The purpose of this research is to investigate students’ learning experiences in a systematic game development process. The study was conducted at a science and arts center, where gifted students can enroll in after-school activities. Fifteen students and one instructor participated in a 12-week problem-solving implementation. During the last five weeks of the process, the students were engaged in developing educational computer games based on a game design model. Our findings showed that the game design model used in the study allowed the students to become aware of professional game development activities, such as identifying a target audience, prototyping, and evaluation. Furthermore, this game design model enabled a more systematic and faster implementation of the game development activity. The results of the research also showed that game development activity yielded important educational outcomes for the students to become skillful at problem-solving and convey their feelings/thoughts to the artifacts through the experience of the design process.

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

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

References

  • Akcaoglu, M. (2013). Cognitive and motivational impacts of learning game design on middle school children. East Lansing, MI: Michigan State University.

    Google Scholar 

  • Akcaoglu, M. (2014). Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development,62(5), 583–600.

    Article  Google Scholar 

  • Akcaoglu, M. (2016). Design and implementation of the game-design and learning program. TechTrends,60(2), 114–123.

    Article  Google Scholar 

  • Akcaoglu, M., & Kale, U. (2016). Teaching to teach (with) game design: Game design and learning workshops for preservice teachers. CITE Journal,16(1), 60–81.

    Google Scholar 

  • Akcaoglu, M., & Koehler, M. J. (2014). Cognitive outcomes from the game-design and learning (GDL) after-school program. Computers and Education,75, 72–81.

    Article  Google Scholar 

  • Akıllı, G. K., & Cağıltay, K. (2006). An instructional design/development model for the creation of game-like learning environments: The FIDGE model. Affective and Emotional Aspects of Human-Computer Interaction Game-Based and Innovative Learning,1(1), 93–112.

    Google Scholar 

  • Allsop, Y. (2016). A reflective study into children’s cognition when making computer games. British Journal of Educational Technology,47(4), 665–679.

    Article  Google Scholar 

  • An, Y. J. (2016). A case study of educational computer game design by middle school students. Educational Technology Research and Development,64(4), 555–571.

    Article  Google Scholar 

  • Baytak, A. (2009). An investigation of the artifacts, outcomes, and processes of constructing computer games about environmental science in a fifth grade science classroom. Pennsylvania: The Pennsylvania State University.

    Google Scholar 

  • Baytak, A., & Land, S. (2011). An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom. Educational Technology Research and Development,59(6), 765–782.

    Article  Google Scholar 

  • Brown, T. (2009). Change by design: How design thinking transforms organizations and inspires innovation. New York: HarperBusiness.

    Google Scholar 

  • Caperton, I. (2010). Toward a theory of game-media literacy: Playing and building as reading and writing. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS),2(1), 1–16.

    Article  Google Scholar 

  • Chiazzese, G., Fulantelli, G., Pipitone, V., & Taibi, D. (2018). Engaging primary school children in computational thinking: Designing and developing videogames. Education in the Knowledge Society (EKS),19(2), 63–81.

    Article  Google Scholar 

  • Clark, K., Brandt, J., Hopkins, R., & Wilhelm, J. (2009). Making games after-school: Participatory game design in non-formal learning environments. Educational Technology,49, 40–44.

    Google Scholar 

  • Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers and Education,58(1), 240–249.

    Article  Google Scholar 

  • El-Nasr, M. S., & Smith, B. K. (2006). Learning through game modding. ACM Computers in Entertainment,4(1), 45–64.

    Article  Google Scholar 

  • Eow, Y. L., Ali, W. Z., & Baki, R. (2010). Computer games development and appreciative learning approach in enhancing students’ creative perception. Computers and Education,54(1), 146–161.

    Article  Google Scholar 

  • Fokides, E. (2017). Students learning to program by developing games: Results of a year-long project in primary school Settings. Journal of Information Technology Education: Research,16, 475–505.

    Article  Google Scholar 

  • Giannakos, M. N., & Jaccheri, L. (2018). From players to makers: An empirical examination of factors that affect creative game development ✩. International Journal of Child-Computer Interaction,18, 27–36.

    Article  Google Scholar 

  • Hava, K., & Cakir, H. (2018). A systematic review of literature on students as educational computer game designers. Journal of Educational Multimedia and Hypermedia,27(3), 323–341.

    Google Scholar 

  • Howland, K., Good, J., & Boulay, B. (2010). Narrative Support for Young Game Designers ’ Writing. In Proceedings of the 14th International Conference on Interaction Design and Children (pp. 178–187).

  • Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development,62(2), 129–145.

    Article  Google Scholar 

  • ISTE. (2007). ISTE Standards Students. Retrieved from https://www.iste.org/docs/pdfs/20-14_ISTE_Standards-S_PDF.pdf

  • Javidi, G., & Sheybani, E. (2014). Teaching computer programming through game design: A game-first approach. GSTF Journal on Computing (JoC),4(1), 17–22.

    Google Scholar 

  • Jenson, J., & Droumeva, M. (2016). Exploring media literacy and computational thinking: A game maker curriculum study. Electronic Journal of E-Learning,14(2), 111–121.

    Google Scholar 

  • Kafai, Y. (1995). Making game artifacts to facilitate rich and meaningful learning. In Annual meeting of the Armerican Educational Research Association (pp. 1–20). San Francisco.

  • Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children’s learning. Hillsdale: Lawrence Erlbaum Associates.

    Google Scholar 

  • Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture,1(1), 36–40.

    Article  Google Scholar 

  • Kafai, Y. B., & Burke, Q. (2014). Mindstorms 2.0 children, programming and computational participation.

  • Kafai, Y., & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational Psychologist,50(4), 313–334.

    Article  Google Scholar 

  • Ke, F., & Im, T. (2014). A case study on collective cognition and operation in team-based computer game design by middle-school children. International Journal of Technology and Design Education,24(2), 187–201.

    Article  Google Scholar 

  • Krippendorff, K. (2004). Content analysis: An introduction to its methodology. Thousand Oak, CA: Sage.

    Google Scholar 

  • Li, Q. (2010). Digital game building: Learning in a participatory culture. Educational Research,52(4), 427–443.

    Article  Google Scholar 

  • Li, Q. (2018). Enactivism and teacher instructional game building: an inquiry of theory adoption and design consideration. Educational Technology Research and Development,66(6), 1–20.

    Article  Google Scholar 

  • Li, Q., Tay, R., & Louis, R. (2012). Designing digital games to teach road safety: A study of graduate students’ experiences. The Journal of the Canadian Game Studies Association,6(9), 17–35.

    Google Scholar 

  • Li, Q., Lemieux, C., Vandermeiden, E., & Nathoo, S. (2013). Are you ready to teach secondary mathematics in the 21st century? Journal of Research on Technology in Education,45(4), 309–337.

    Article  Google Scholar 

  • Miles, M. B., & Huberman, A. M. (1994). An expanded sourcebook: Qualitative data analysis (2nd ed).: Sage Publications, Thousand Oaks, CA.

  • Ministry of Education. (2015). Milli eğitim bakanlığı bilim ve sanat merkezleri yönergesi.

  • Molenda, M., Pershing, P., & Reigeluth, C. M. (1996). Designing instructional systems. R. Craig, the ASTD training and development handbook. McGraw-Hill.

  • Navarrete, C. C. (2013). Creative thinking in digital game design and development : A case study. Computers & Education,69, 320–331.

    Article  Google Scholar 

  • Navarrete, C. C., & Minnigerode, L. (2013). Exploring 21 st Century Learning : Game design and creation , the students ’ experience. In World Conference on Educational Multimedia, Hypermedia and Telecommunications (pp. 282–293).

  • Neuendorf, K. A. (2017). The content analysis guidebook. Thousans Oaks, CA: Sage publications.

    Book  Google Scholar 

  • Noweski, C., Scheer, A., Büttner, N., Thienen, J. Von, Erdmann, J., & Meinel, C. (2012). Towards a paradigm shift in education practice : Developing twenty-first century skills with design thinking. In Design thinking research (pp. 71–94). Springer Berlin Heidelberg.

  • Owston, R., Wideman, H., Ronda, N. S., & Brown, C. (2009). Computer game development as a literacy activity. Computers and Education,53(3), 977–989.

    Article  Google Scholar 

  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books Inc.

    Google Scholar 

  • Papert, S. (1991). Situating constructionism. In I. Harel, & S. Papert (Eds.), Constructionism. Norwood, NJ: Ablex.

  • Resnick, M. (2007). Sowing the seeds for a more creative society. Learning & Leading with Technology,35(4), 18–22.

    Google Scholar 

  • Robertson, J. (2012). Making games in the classroom: Benefits and gender concerns. Computers and Education,59(2), 385–398.

    Article  Google Scholar 

  • Robertson, J., & Howells, C. (2008). Computer game design : Opportunities for successful learning. Computers & Education,50(2), 559–578.

    Article  Google Scholar 

  • Ruggiero, D., & Green, L. (2017). Problem solving through digital game design: A quantitative content analysis. Computers in Human Behavior,73, 28–37.

    Article  Google Scholar 

  • Salen, K. (2007). Gaming literacies: A game design study in action. Journal of Educational Multimedia and Hypermedia,16(3), 301–322.

    Google Scholar 

  • Sancar Tokmak, H. (2015). Pre-service teachers’ perceptions on TPACK development after designing educational games. Asia-Pacific Journal of Teacher Education,43(5), 392–410.

    Article  Google Scholar 

  • Seals, C. D., Mcmillian, Y., Rouse, K., Agarwal, R., Johnson, A. W., Gilbert, J. E., et al. (2008). Computer gaming at every age: A comparative evaluation of Alice. I-Manager’s Journal of Educational Technology,5(3), 1–8.

    Article  Google Scholar 

  • Siko, J. P., & Barbour, M. (2012). Homemade powerpoint games: Game design pedagogy aligned to the TPACK framework. Computers in the Schools,29(4), 339–354.

    Article  Google Scholar 

  • Siko, J. P., & Barbour, M. (2013). Games design and homemade PowerPoint games: An examination of the justifications and a review of the research. Journal of Educational Multimedia and Hypermedia,22(1), 81–108.

    Google Scholar 

  • Stolee, K. T., & Fristoe, T. (2011). Expressing Computer Science Concepts Through Kodu Game Lab. In Proceedings of the 42nd ACM technical symposium on computer science education (pp. 99–104).

  • Thomas, M. K., Ge, X., & Greene, B. A. (2011). Fostering 21st century skill development by engaging students in authentic game design projects in a high school computer programming class. Journal of Educational Computing Research,44(4), 391–408.

    Article  Google Scholar 

  • Tiong, K. M., & Yong, S. T. (2008). Learning through Computer Game Design: Possible Success (or Failure) Factors. In Proceedings of the 16th International Conference on Computers in Education (pp. 947–951).

  • Turiman, P., Omar, J., Daud, A. M., & Osman, K. (2012). Fostering the 21st century skills through scientific literacy and science process skills. Procedia: Social and Behavioral Sciences,59, 110–116.

    Google Scholar 

  • Vos, N., Meijden, H. V., & van der Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education,56(1), 127–137.

    Article  Google Scholar 

  • Weitze, C. L. (2016). How Student Game Designers Design Learning into Games. In GLS Conference Proceedings 2017 (pp. 191–201).

  • Yang, Y. C., & Chang, C. (2013). Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement. Computers & Education,68, 334–344.

    Article  Google Scholar 

  • Yin, R. K. (1985). Case study research: Design and methods (3rd ed.). Thousand Oaks: Sage Publications.

    Google Scholar 

  • Yukselturk, E., & Altiok, S. (2017). An investigation of the effects of programming with Scratch on the preservice IT teachers’ self-efficacy perceptions and attitudes towards computer programming. British Journal of Educational Technology,48(3), 789–801.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kevser Hava.

Ethics declarations

Conflict of interest

The authors declare that they have no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This study is partly taken form the first author’s Ph.D. dissertation.

Appendix 1: Semi-structured student interview form

Appendix 1: Semi-structured student interview form

  1. 1.

    General

    1. (a)

      Had you ever developed a game before the activity?

    2. (b)

      If you had, could you briefly describe the game?

      1. (i)

        Which processes did you follow in developing this game?

      2. (ii)

        Did you develop the game alone or as a part of a group?

  2. 2.

    Analysis stage

    1. (a)

      Did you identify the target audience for your game?

      1. (i)

        If yes, did you collect information about the target audience?

      2. (ii)

        If yes, how did you decide on the target audience?

    2. (b)

      How did you decide on the game topic?

    3. (c)

      Did you research the game topic?

      1. (i)

        Did you have any difficulties researching the game topic?

      2. (ii)

        What resources did you use during your research on the game topic?

    4. (d)

      In the game development process, how important is it to research the target audience and the game topic?

  3. 3.

    Design stage

    1. (a)

      Did you have any difficulties in the design stage?

      1. (i)

        If yes, please explain these difficulties.

    2. (b)

      In the game development process, how important is scriptwriting and identifying game components?

    3. (c)

      What is the importance of paper prototyping in the game development process?

  4. 4.

    Development stage

    1. (a)

      Were you able to develop your design plans in the MS Kodu game engine?

    2. (b)

      Did you have any difficulties in the development stage?

      1. (i)

        If yes, please describe these difficulties.

  5. 5.

    Evaluation stage

    1. (a)

      Did you revise the game according to the feedback on the game evaluation form?

    2. (b)

      Did you face any challenges in the evaluation stage?

      1. (i)

        If yes, please explain these challenges.

    3. (c)

      What is the importance of the evaluation stage in the game development process?

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Hava, K., Guyer, T. & Cakir, H. Gifted students’ learning experiences in systematic game development process in after-school activities. Education Tech Research Dev 68, 1439–1459 (2020). https://doi.org/10.1007/s11423-020-09750-z

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-020-09750-z

Keywords

Navigation