Super Mario Maker 2 as a Tool for Educational Game Design

Silvia Fornos

Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-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.
Original languageEnglish
Title of host publication14th European Conference on Game Based Learning Proceedings
Place of PublicationReading, UK
PublisherAcademic Conferences and Publishing International Limited
Publication date2020
Pages801-804
ISBN (Print)978-1-912764-71-6
ISBN (Electronic)978-1-912764-70-9
Publication statusPublished - 2020
EventEuropean Conference on Game Based Learning - The University of Brighton, Brighton, United Kingdom
Duration: 24 Sept 202025 Sept 2020
Conference number: 14
https://www.academic-conferences.org/conferences/ecgbl/

Conference

ConferenceEuropean Conference on Game Based Learning
Number14
LocationThe University of Brighton
Country/TerritoryUnited Kingdom
CityBrighton
Period24/09/202025/09/2020
Internet address

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