Perception, Equity and Accessibility: Comparing Student and Professional Perspectives on Game Development Courses
PROCEEDINGS
Lisa Castaneda, Thomas Swanson, foundry10, United States
Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
With the games industry now rivaling the size of Hollywood, students are increasingly setting their career-sights on jobs making games. The professional and cultural relevance of video games are leading educators to find the elements of games and game creation that prepare interested students for a potential career, and also provide skill development and value to everyone else. Programs that run today are largely experimental and seeking out the balance between the fun of games and the learning that comes from them. Our work in the games industry, and the topic of this panel, is focused on the act of game creation and three primary questions: what does it mean to make a game? How accessible is game creation to students? And how do we address equity issues in games? We plan to share the insights we have gained through our research and the programs we have run, all focused on finding out what really happens when kids make games.
Citation
Castaneda, L. & Swanson, T. (2015). Perception, Equity and Accessibility: Comparing Student and Professional Perspectives on Game Development Courses. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 745-750). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/primary/p/150081/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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