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Using Games to Teach Design Patterns and Computer Graphics
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Author(s): Pollyana Notargiacomo Mustaro (Universidade Presbiteriana Mackenzie, Brazil), Luciano Silva (Universidade Presbiteriana Mackenzie, Brazil)and Ismar Frango Silveira (Universidade Presbiteriana Mackenzie, Brazil)
Copyright: 2009
Pages: 21
Source title:
Handbook of Research on Effective Electronic Gaming in Education
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)
DOI: 10.4018/978-1-59904-808-6.ch030
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Abstract
This chapter discusses some possibilities of using computer games to effectively reach didactic goals in undergraduate teaching. Nowadays, undergraduate students belong to the Net generation and usually play different kinds of games on consoles, computers, and the Internet. Some elements such as creativity and abstraction could be included in computer science and information technology curriculums through the use of games as educational methodological resources, due the motivational factor they inherently have. This learner-centered approach not only contributes to personalizing the knowledge-building process but also permits the consideration of learning styles to adapt different ludic environments and/or realworld situations according to topics of the course. To demonstrate the possibilities of this educational scenario, two case studies were conducted. One focuses on Design Patterns contents in a computer science course, and the other spotlights computer graphics topics in an information technology course. The results gained in these processes demonstrate the students’ involvement in the proposed activities and the capacity to apply the lessons learned in diverse situations.
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