Abstract
Computing is currently overwhelmed by barriers to engagement and efficacy and suffers from a lack of diversity in participation. The field, while being substantially creative often distances itself from its artistic underpinnings. At the same time, those who view the field as a strictly technical endeavor often struggle in advanced software design. Through the use of game-based projects in a production studio course, this chapter explores two case examples that seek to challenge these notions. The course directly engages students in experiential, focused work that illustrates the field as a combination of creative practice and technical implementation. Students approached many of the activities in production studio through lenses that attempted clear-cut divisions between design, art, and development. Our challenge was to show the strength of blurring these lines in creating a quality production-level product. This chapter explores successes and challenges of this approach over successive offerings.
| Original language | English |
|---|---|
| Title of host publication | New Directions for Computing Education |
| Subtitle of host publication | Embedding Computing Across Disciplines |
| Publisher | Springer International Publishing |
| Pages | 237-257 |
| Number of pages | 21 |
| ISBN (Electronic) | 9783319542263 |
| ISBN (Print) | 9783319542256 |
| DOIs | |
| State | Published - Apr 17 2017 |
Keywords
- Capstone
- Computer art
- Computer games
- Constructionist learning
- Creative computing
- Games education
- Interdisciplinary
- Studio courses
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