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Learning through game modding
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Source Computers in Entertainment (CIE) archive
Volume 4 ,  Issue 1  (January 2006) table of contents
SECTION: Games table of contents
Article No. 7  
Year of Publication: 2006
ISSN:1544-3574
Authors
Magy Seif El-Nasr  The Pennsylvania State University
Brian K. Smith  The Pennsylvania State University
Publisher
ACM  New York, NY, USA
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ABSTRACT

There has been a recent increase in the number of game environments or engines that allow users to customize their gaming experiences by building and expanding game behavior. This article describes the use of modifying, or modding, existing games as a means to learn computer science, mathematics, physics, and aesthetic principles. We describe two exploratory case studies of game modding in classroom settings to illustrate skills learned by students as a result of modding existing games. We also discuss the benefits of learning computer sciences skills (e.g., 3D graphics/mathematics, event-based programming, software engineering, etc.) through large design projects and how game design motivates students to acquire and apply these skills. We describe our use of multiple game modding environments in our classes. In addition, we describe how different engines can be used to focus students on the acquisition of particular skills and concepts.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Hunicke, R., Blanc, M. L., and Zubek, R. 2004. MDA framework for game design. In Proceedings of the Game AI Workshop (San Jose, CA, 2004). AAAI.
 
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Hyman, P. 2004. Video game companies encourage "modders". The Hollywood Reporter.
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Wright, W. 2004. Triangulation: A schizophrenic approach to game design. In Proceedings of the Game Developers Conference (San Jose, CA).


Collaborative Colleagues:
Magy Seif El-Nasr: colleagues
Brian K. Smith: colleagues