2020
DOI: 10.5771/2192-4007-2020-1-89
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Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project

Abstract: Our research project was aimed at teaching high-school pupils game design skills and raising their awareness for the subject area “informatics and society.” A project-based-teaching approach enabled us to incorporate social learning by having teams of pupils work on informatics-and-society topics and subsequently design their own games. The focus of this article is an online survey conducted twice, at the beginning and end of the pupils’ project participation, showing if and how the participants’ attitudes tow… Show more

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Cited by 2 publications
(6 citation statements)
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“…A survey was designed to provide the project team with insight into the youths' knowledge on and attitudes towards informatics and society [1]. The first set of the survey was conducted at the beginning of the project and comprised 42 questions; the second set was conducted after the students had finished their task of designing a learning game themselves (i.e., at the end of the project from the students' point of view) and consisted of 28 questions, all of which had already been asked in the first set.…”
Section: Learning Effectsmentioning
confidence: 99%
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“…A survey was designed to provide the project team with insight into the youths' knowledge on and attitudes towards informatics and society [1]. The first set of the survey was conducted at the beginning of the project and comprised 42 questions; the second set was conducted after the students had finished their task of designing a learning game themselves (i.e., at the end of the project from the students' point of view) and consisted of 28 questions, all of which had already been asked in the first set.…”
Section: Learning Effectsmentioning
confidence: 99%
“…However, in general there were no statistically significant differences between the participants and the control group. Still, there is evidence by tendency that the project participants' awareness for socio-technological issues was being raised: for example, security and privacy online were considered more important; also, internet expertise and time spent online were assessed more realistically after the year-long project participation [1].…”
Section: Learning Effectsmentioning
confidence: 99%
See 3 more Smart Citations