Assessment of Co‑Creativity in the Process of Game Design

We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio‑historical context, where characters can introduce life narratives and interaction that display either known social re...

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Veröffentlicht in:Electronic Journal of E-Learning 2019-09, Vol.17 (3), p.199-206
Hauptverfasser: Romero, Margarida, Arnab, Sylvester, De Smet, Cindy, Mohamad, Fitri, Minoi, Jacey-Lynn, Morini, L.
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container_end_page 206
container_issue 3
container_start_page 199
container_title Electronic Journal of E-Learning
container_volume 17
creator Romero, Margarida
Arnab, Sylvester
De Smet, Cindy
Mohamad, Fitri
Minoi, Jacey-Lynn
Morini, L.
description We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio‑historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co‑creation activity are Malaysian students who were working in groups to design game‑based learning resources for rural school children. After the co‑creativity activity, the students were invited to answer the co‑creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co‑creativity factors and learners’ experiences on their interests, and difficulties they faced during the co‑creativity process. The preliminary results showed a high diversity on the participants’ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work.
doi_str_mv 10.34190/JEL.17.3.003
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subjects Ambiguity (Context)
Collaboration
Computer & video games
Cooperative Learning
Creative Activities
Creative Teaching
Creativity
Design
Economic conditions
Educational Games
Educational Resources
English (Second Language)
Foreign Countries
Game Based Learning
Games
Gamification
Graduate Students
Human behavior
Learning
Learning Processes
Pedagogy
Platforms
Preferences
Psychology
Rural Schools
Self Evaluation (Individuals)
Skills
Software development tools
STEM Education
Student Developed Materials
Student Projects
Students
Subcultures
Teaching
Teaching Methods
Teams
Teamwork
Urban schools
title Assessment of Co‑Creativity in the Process of Game Design
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