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 |
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container_title | Electronic Journal of E-Learning |
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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 |
format | Article |
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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.</description><identifier>ISSN: 1479-4403</identifier><identifier>EISSN: 1479-4403</identifier><identifier>DOI: 10.34190/JEL.17.3.003</identifier><language>eng</language><publisher>Reading: Academic Conferences International Limited</publisher><subject>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</subject><ispartof>Electronic Journal of E-Learning, 2019-09, Vol.17 (3), p.199-206</ispartof><rights>2019. This work is published under https://creativecommons.org/licenses/by/4.0 (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c330t-8c193f52169381df51449494097b2d0db8097fb45acba48ffaf6b6601e1c6ec13</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>230,312,314,687,776,780,787,881,27901,27902</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1237333$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Romero, Margarida</creatorcontrib><creatorcontrib>Arnab, Sylvester</creatorcontrib><creatorcontrib>De Smet, Cindy</creatorcontrib><creatorcontrib>Mohamad, Fitri</creatorcontrib><creatorcontrib>Minoi, Jacey-Lynn</creatorcontrib><creatorcontrib>Morini, L.</creatorcontrib><title>Assessment of Co‑Creativity in the Process of Game Design</title><title>Electronic Journal of E-Learning</title><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.</description><subject>Ambiguity (Context)</subject><subject>Collaboration</subject><subject>Computer & video games</subject><subject>Cooperative Learning</subject><subject>Creative Activities</subject><subject>Creative Teaching</subject><subject>Creativity</subject><subject>Design</subject><subject>Economic conditions</subject><subject>Educational Games</subject><subject>Educational Resources</subject><subject>English (Second Language)</subject><subject>Foreign Countries</subject><subject>Game Based Learning</subject><subject>Games</subject><subject>Gamification</subject><subject>Graduate Students</subject><subject>Human behavior</subject><subject>Learning</subject><subject>Learning Processes</subject><subject>Pedagogy</subject><subject>Platforms</subject><subject>Preferences</subject><subject>Psychology</subject><subject>Rural Schools</subject><subject>Self Evaluation (Individuals)</subject><subject>Skills</subject><subject>Software development tools</subject><subject>STEM Education</subject><subject>Student Developed Materials</subject><subject>Student Projects</subject><subject>Students</subject><subject>Subcultures</subject><subject>Teaching</subject><subject>Teaching Methods</subject><subject>Teams</subject><subject>Teamwork</subject><subject>Urban schools</subject><issn>1479-4403</issn><issn>1479-4403</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2019</creationdate><recordtype>article</recordtype><sourceid>BENPR</sourceid><sourceid>GA5</sourceid><recordid>eNpNkE1LxDAQhoMouK4ePQrFe-tMJ_3C01Lr6rKgBz2HNJtoxW1rEoW9-Rf8i_4SoyvizGFemIf38DB2jJAQxwrOFs0ywSKhBIB22AR5UcWcA-3-y_vswLknAE6A5YSdz5zTzq1176PBRPXw-f5RWy1999b5TdT1kX_U0a0dVKC-iblc6-hCu-6hP2R7Rj47ffR7p-z-srmrr-Llzfy6ni1jRQQ-LhVWZLIU84pKXJkMOa_CQlW06QpWbRmSaXkmVSt5aYw0eZvngBpVrhXSlJ1se7XtlBhtt5Z2I5oFplRQmCk73f5HO7y8aueF1eNgvRMppWUBKWQQoHgLKTs4Z7X5K0IQP_pE0CewECSCPvoCqJJgBw</recordid><startdate>20190901</startdate><enddate>20190901</enddate><creator>Romero, Margarida</creator><creator>Arnab, Sylvester</creator><creator>De Smet, Cindy</creator><creator>Mohamad, Fitri</creator><creator>Minoi, Jacey-Lynn</creator><creator>Morini, L.</creator><general>Academic Conferences International Limited</general><general>Academic Conferences Limited</general><scope>AAYXX</scope><scope>CITATION</scope><scope>0-V</scope><scope>3V.</scope><scope>4U-</scope><scope>7XB</scope><scope>88B</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ALSLI</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>CJNVE</scope><scope>CNYFK</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>L.-</scope><scope>M0P</scope><scope>M1O</scope><scope>P5Z</scope><scope>P62</scope><scope>PIMPY</scope><scope>PQEDU</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>Q9U</scope><scope>ERI</scope><scope>GA5</scope></search><sort><creationdate>20190901</creationdate><title>Assessment of Co‑Creativity in the Process of Game Design</title><author>Romero, Margarida ; 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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.</abstract><cop>Reading</cop><pub>Academic Conferences International Limited</pub><doi>10.34190/JEL.17.3.003</doi><tpages>8</tpages><oa>free_for_read</oa></addata></record> |
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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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