Student game development: Framing digital literacy for 21 (synopsis)
Abstract
This study offers insight into the learning and teaching implications of an open-ended, project--based, learning environment that involves digital literacy development. In a case study of game design technology classes, with grades 6--9 students, interviews, creative thinking items from a 21 st Century Skill survey offer evidence toward understanding emerging concepts of creative and computational thinking, and its connection to digital literacy curriculum. Findings suggest that creative and innovative thinking is a critical construct in game design and development learning approaches. Moreover, students creative thinking is significantly correlated with positive emotions of game design class. Digital literacy, with a direct link to computational thinking is suggested to require technology-based environment that students find engaging and relevant.
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