B. E. Shelton, D. A. Wiley (eds.), Educational Design & Use of Computer Simulation Games,129–152.
© 2007 Sense Publishers. All rights reserved.
RYAN M. MOELLER, JASON L. COOTEY, & KEN S. MCALLISTER
“THE PERIPATOS COULD NOT HAVE LOOKED LIKE
THAT,” AND OTHER EDUCATIONAL OUTCOMES
FROM STUDENT GAME DESIGN
INTRODUCTION
Several recent studies have sought to prove that computer games
1
teach players
something, from basic literacies to advanced problem solving skills (Kirriemuir,
2002; Gee, 2003; Prensky, 2003; and McAllister 2005). In fact, the majority of
literature on game design and education addresses how and what people learn by
playing particular games. In this chapter, we offer evidence to support a hypothesis
of computer game-oriented education: that computer game-based pedagogy can be
significantly enhanced when students are allowed to design and build the games
with faculty guidance.
Building on the work of psychologist J. Piaget, S. Papert (1980) draws a
hypothesis similar to ours when he advocates the use of computer programming as
an effective teaching tool: “The child programs the computer. And in teaching the
computer how to think, children embark on an exploration about how they
themselves think” (p. 19). Seif El-Nasr and Smith (2006) support this claim, citing
the following learning objectives for a student game design project:
software development and design, including team work, building critiques
and reflections on others’ work, project scheduling, project management,
iterations and refinement, and prototyping;
programming concepts, including threading and event-based programming,
object-oriented programming, component-based development, and software
patterns;
artistic concepts, including lighting, architecture design, and character
design; and
game concepts, including game design, game mechanics, and balancing
game aesthetics and game play. (p. 17)
As readers of this volume already know, computer games hold considerable
pedagogical potential. Not only can they be used to teach software programming
and design, teachers can use games to teach specific subject matter and research
methods. For the authors of this chapter—all of whom teach and conduct research
in the humanities—this subject matter can take several forms, including history,
politics, and culture.
cite as:
Moeller, R. M., Cootey, J., & McAllister, K. S. (2007). "The Peripatos could not have looked
like that," and other educational outcomes from student game development. In B. E.
Shelton & D. Wiley (Eds.), The Design and Use of Simulation Computer Games in Education
(pp. 131-154). Rotterdam, The Netherlands: Sense Publishers.