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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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[doi> 10.1145/332040.332481]
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CITED BY 5
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Mike Carbonaro , Maria Cutumisu , Harvey Duff , Stephanie Gillis , Curtis Onuczko , Jeff Siegel , Jonathan Schaeffer , Allan Schumacher , Duane Szafron , Kevin Waugh, Interactive story authoring: A viable form of creative expression for the classroom, Computers & Education, v.51 n.2, p.687-707, September, 2008
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