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This version was published on July 1, 2008
Games and Culture, Vol. 3, No. 3-4, 309-332 (2008)
DOI: 10.1177/1555412008317312

Making Computer Games and Design Thinking

A Review of Current Software and Strategies

Elisabeth R. Hayes

Arizona State University

Ivan Alex Games

University of Wisconsin-Madison

This article provides an overview of computer software and instructional strategies intended to engage young people in making computer games, to achieve a variety of educational goals. It briefly describes the most popular of such programs and compares their key features, including the kinds of games that can be created with the software, the types of communities and resources that are associated with each program, claims made for learning outcomes resulting from use of the software, and the results of empirical research (if any) on the application and outcomes of the software in formal or informal educational settings. A key finding is that existing software and educational applications stress the goal of teaching users about computer programming and place little or no emphasis on teaching concepts related to game design. It concludes by discussing the potential value of explicit attention to "design thinking" as goal of game making in education.

Key Words: video games • learning • thinking • game design • software


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