Proposal Title

A STEAM game-based learning framework: Maximizing integrated and immersive learning in the classroom

Session Type

Presentation

Room

Somerville House, room 3317

Start Date

12-7-2023 11:30 AM

End Date

12-7-2023 11:50 AM

Keywords

gamification, STEAM, work-integrated learning, CEWIL, video-games

Primary Threads

Education Technologies and Innovative Resources

Abstract

Digital simulation tools exist to compliment teaching strategies; however, there is tremendous potential to enhance their functionality by integrating them into immersive, educational simulations across the STEAM disciplines. To accomplish this, McMaster University’s Biology students, together with George Brown College students enrolled in the Game–Art, Game– Programming, Game Design, and Concept Art for Entertainment programs, have come together to create an immersive biological video game, Cells at War. Through this continued partnership, students work during their field placement requirements, towards the continued development, expansion, and pilot of this video game platform. This now includes partnerships across multiple institutes (eg. with the University of Wollongong, Australia), and across other STEAM disciplines including physics and music. This innovative WIL partnership will enable these multi-disciplinary students to emulate professional work-place practices used in the game industry, while leveraging technology to facilitate access, progression, and completion of this unique work-integrated learning project.

As a combined applied-research/community and industry-engaged project, our industry partners provide consultation on the simulation design, types of interactions integrated into the simulation, and the user experience while playing the simulation.

Our STEAM Game-Based Learning framework facilitates student skill development and experiences, while driving educational innovation. Through this project, students from all backgrounds engage in innovative WIL, while producing a robust, video game (eg. Cells at War) that will be employed across educational sectors, and will now include other STEAM disciplines.

Presentation attendees are encouraged to bring their own device (eg. smartphone, tablet, laptop) so that they can engage with a browser-based game.

This research was approved by the McMaster Research Ethics Board.

Elements of Engagement

Throughout the presentation, participants will have the opportunity to engage with various facets of the video-game framework through active testing of a browser-based game, Cells at War. Attendees will then have time to reflect on how game-based learning can contribute to their STEAM classrooms.

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Jul 12th, 11:30 AM Jul 12th, 11:50 AM

A STEAM game-based learning framework: Maximizing integrated and immersive learning in the classroom

Somerville House, room 3317

Digital simulation tools exist to compliment teaching strategies; however, there is tremendous potential to enhance their functionality by integrating them into immersive, educational simulations across the STEAM disciplines. To accomplish this, McMaster University’s Biology students, together with George Brown College students enrolled in the Game–Art, Game– Programming, Game Design, and Concept Art for Entertainment programs, have come together to create an immersive biological video game, Cells at War. Through this continued partnership, students work during their field placement requirements, towards the continued development, expansion, and pilot of this video game platform. This now includes partnerships across multiple institutes (eg. with the University of Wollongong, Australia), and across other STEAM disciplines including physics and music. This innovative WIL partnership will enable these multi-disciplinary students to emulate professional work-place practices used in the game industry, while leveraging technology to facilitate access, progression, and completion of this unique work-integrated learning project.

As a combined applied-research/community and industry-engaged project, our industry partners provide consultation on the simulation design, types of interactions integrated into the simulation, and the user experience while playing the simulation.

Our STEAM Game-Based Learning framework facilitates student skill development and experiences, while driving educational innovation. Through this project, students from all backgrounds engage in innovative WIL, while producing a robust, video game (eg. Cells at War) that will be employed across educational sectors, and will now include other STEAM disciplines.

Presentation attendees are encouraged to bring their own device (eg. smartphone, tablet, laptop) so that they can engage with a browser-based game.

This research was approved by the McMaster Research Ethics Board.