Publication Date:
2016
abstract:
This case study draws on a pilot experience investigating learners' digital game making as an educational strategy for adoption in schools. It was one of a series of classroom pilots run within an EC project called MAGICAL - Making Games in Collaboration for Learning . The main research aim of MAGICAL and of the reported pilot was to investigate the viability and educational added value of digital game making, especially for supporting transversal 21st century skills such as collaboration, creativity, problem solving and ICT literacy.
Iris type:
02.01 Contributo in volume (Capitolo o Saggio)
Keywords:
game making; game-based learning; 21st Century skills; transversal skills; game authoring environment
List of contributors:
Dagnino, FRANCESCA MARIA; Caponetto, Ilaria; Earp, JEFFREY RONALD
Book title:
ICT in education in global context
Published in: