Research Article
1
Serious computer games in computer science education
Jože Rugelj
1,
*
1
University of Ljubljana, Ljubljana
Abstract
The role and importance of serious computer games in contemporary educational practice is presented in this paper as well
as the theoretical fundamentals that justify their use in different forms of education. We present a project for designing and
developing serious games that take place within the curriculum for computer science teachers’ education as an independent
project work in teams. In this project work students have to use their knowledge in the field of didactics and computer
science to develop games. The developed game is tested and evaluated in schools in the framework of their practical
training. The results of the evaluation can help students improve their games and verify to which extent specified learning
goals have been achieved.
Keywords: active learning, project work, serious games, teacher education.
Received on 28 September 2015, accepted on 28 September 2015, published on 05 November 2015
Copyright © 2015 Jože Rugelj, licensed to EAI. This is an open access article distributed under the terms of the Creative
Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and
reproduction in any medium so long as the original work is properly cited.
doi: 10.4108/eai.5-11-2015.150613
1. Introduction
A shift from traditional didactic transmission model of
teaching to student-oriented forms of active learning, where
the teacher's role radically changes, is needed in modern
education. Instead of transmitting knowledge, a teacher
prepares a suitable environment and tasks as well as other
challenges for independent student learning, directs them,
and gives them appropriate feedback. Learning objectives
should move from lower taxonomic levels, dominated by
retrieving various information and facts, to higher taxonomic
levels, where there is an emphasis on the search for,
evaluation and application of knowledge. Information and
communication technologies (ICTs), which have a very
limited role in traditional forms of teaching, can very
effectively improve the efficiency and quality of learning
when these changes happen [1]. ICTs’ potential in finding,
processing, transmitting, storing and displaying data in
various forms (i.e. multimedia) is well-known, but in the
traditional forms of teaching and learning their usefulness is
limited [2] [3]. This is also valid for communication support,
support for collaboration, as well as for the opportunities for
easy distribution of learning materials and results of the
work of all those who are involved in the educational
process [4], [5], [6]. Only in the last decade did experts
discover new opportunities that can contribute for the
learner's cognitive processes by interactivity and by the
meaningful and purposeful use of multimedia [7], [8].
Games have always represented an important form of
learning, but very rarely were they used in formal
education. If they are somehow tolerated in the earliest
development stages, they cannot be found in the selection
of appropriate methods in the more "mature" periods of life,
as many teachers believe that teaching and learning is too
serious matter to allow the presence of play in these
processes. Therefore, games were marginalized for a long
time. Significant changes brought more massive
introduction of information and communication
technologies into education. ICTs do not change teaching
methods, but they often encourage teachers and other
professionals in the field of education to start thinking
about new approaches. Thus, with the advent of ICT,
teachers have often started thinking about collaborative
forms of learning, even though this could be implemented
in the classroom where students sit next to each other also
without technology. Even the emergence of computer
games teaching has led experts to think more about games
EAI Endorsed Transactions
on Serious Games
*
Corresponding author. Email: joze.rugelj@pef.uni-lj.si
EAI Endorsed Transactions on
Sersious Games
10 -11 2015 | Volume 2 | Issue 6 | e6