Super Mario Maker 2 as a Tool for Educational Game Design

Silvia Fornos

Publikation: Konference artikel i Proceeding eller bog/rapport kapitelKonferencebidrag i proceedingsForskningpeer review

Abstract

This paper describes the setup of a case study to test how to use a platform game for a hands-on learning experience that extends traditional methodologies. More precisely, it concerns the use of the level editor of a popular off-the-shelf commercial game, Super Mario Maker 2, as a co-design tool with chemical engineers and chemical engineering students. Participants use the editor to make platform game levels that represent chemical processes. Data is collected to identify patterns on how to effectively align chemical engineering content with platform game mechanics with a view towards later creating a custom-made game editor. The study is expected to show the efficacy of participatory game design, commercial games and platformers in engineering education.
OriginalsprogEngelsk
Titel14th European Conference on Game Based Learning Proceedings
UdgivelsesstedReading, UK
ForlagAcademic Conferences and Publishing International Limited
Publikationsdato2020
Sider801-804
ISBN (Trykt)978-1-912764-71-6
ISBN (Elektronisk)978-1-912764-70-9
StatusUdgivet - 2020
BegivenhedEuropean Conference on Game Based Learning - The University of Brighton, Brighton, Storbritannien
Varighed: 24 sep. 202025 sep. 2020
Konferencens nummer: 14
https://www.academic-conferences.org/conferences/ecgbl/

Konference

KonferenceEuropean Conference on Game Based Learning
Nummer14
LokationThe University of Brighton
Land/OmrådeStorbritannien
ByBrighton
Periode24/09/202025/09/2020
Internetadresse

Emneord

  • Participatory game design
  • Chemical engineering education
  • Super Mario Maker 2
  • Platform game mechanics
  • Engineering case study

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