Abstract

The complication of game development tools creates barriers of entry for the majority of students to eliminate a potential creative platform. Generally, this leads to students’ lack of interest in game development. Creativity among students remains highly untapped without a platform for creative development and engagement. Massive Open Online Course (MOOC) offers a platform to teach a variety of courses without boundaries of time, space, and cost, including game development learning. Therefore, a preliminary analysis is conducted to identify current game development tools that can facilitate in the simplification of game development for students, to understand students’ perception on game development and their interest in engagement with it. The analysis is also to determine obstacles and hurdles they face in embracing it, to establish learning possibilities, and solutions that can be incorporated into a university program in hope that these tools can invigorate creative talents of students. This paper presents the review of literature on MOOCs and self-organized learning. The methodology of preliminary analysis is also discussed. Finally, the analysis of results and findings on student’s perceptions on applying game-based learning in education and their interest in game development courses, perception of game development-based learning are presented. The game development tool is evaluated to rate its specific features. The findings of preliminary analysis are hope ton help to improve enrolment, the suitability of MOOCs to engage students in creative learning of game development learning.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.