Abstract | ||
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Today's technologies that blur the distinction between users and designers have empowered end-users to engage with powerful learning activities like game modding. In this paper we discuss the characteristics of modding tools as expressive media that support teachers and students alike, to integrate in games their knowledge and ideas without being restricted by tools bound to the way the game is implemented; i.e. mainly through programming and STEM knowledge. We present work in progress on \"Sus-X\", a GameKit that generates SimCity like games and provides pedagogically designed modding tools. We explore the expressive power of \"Sus-X\", through two studies with students that engaged in modification of two different games created with \"Sus-X\": one game involved urban sustainability and the other involved nutrition. |
Year | DOI | Venue |
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2016 | 10.1145/2930674.2936000 | IDC |
Keywords | Field | DocType |
Game modding, End-Users, Learning, Half-baked microworlds | Mod,Video game design,End user,Game mechanics,Computer science,Metadesign,Game design,Human–computer interaction,Level design,Game Developer,Multimedia | Conference |
Citations | PageRank | References |
0 | 0.34 | 3 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Nikoleta Yiannoutsou | 1 | 75 | 8.03 |
Chronis Kynigos | 2 | 53 | 13.82 |