Implementing Computer Game-Making Across the School Curriculum: Innovative Practice from Europe

2020 
This chapter focuses on the innovative use of computer game-making across the curriculum in primary (5–11 years) and secondary (11–18) schools across Europe. It contributes knowledge on emerging pedagogy related to the integration of computer game-making in school classrooms. It utilises developments from a 3-year Horizon 2020-funded research project, “No one left behind”, involving over 600 children and 20 teachers. The project developed an inclusive approach to use game-making in schools across Europe: Spain worked with children who were travellers; Austria worked with girls; and the United Kingdom (UK) worked with children who were identified as at risk of social exclusion, many of them with learning difficulties. Game-making is increasingly being used in schools by computing teachers and STEM (Science, Technology, Engineering and Mathematics) teachers to engage learners. This chapter presents a framework, based on research, that teachers globally can utilise to introduce game-making within their classrooms, whatever the subject area or age of the learners. The game-making mechanics and dynamics for the research were provided by Create@School, free-to-download game-making software, which can be used on android mobile technologies. However, other software such as Scratch, also free to download, would provide a similar environment. At the end of this chapter, the website to download the software and teaching resources referred to in the chapter is provided.
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