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From Critical Thinking to Creativity: Game Programming With Gameboy Studio.

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 11

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Presenters

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Cumbres International School Lomas
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General Dean of Studies
ATC Garza Barragan S.C ATC870531JH1
Jessica Perez has earned a Bachelor’s Degree in Food Engineering and a Master of Arts Degree in Education, and has 14 years of successful teaching experience. She has helped students to win Science contests sponsored by two Mexican universities, and to earn college education scholarships. Previous presentations: ISTE 2018- Poster session: Could humans colonized Mars? ISTE 2019- Poster session: Makerspace: Let´s make a green classroom! ISTE 2019-Poster session: Makerspace: Solving the Lack of Drinking Water ISTE 2021- Poster session: Robo-Health: Making more affordable hand therapy ISTE 2022- Poster session: Going Green: Vertical Gardens Inside Classrooms Improves Air Quality and Facilitates Learning

Session description

Discover how incorporating game programming into a computer science class or other course curriculum is an incredible way to add the creative elements of design thinking into education, while giving your students skills for 21st century jobs.

Purpose & objective

Through this presentation participants will understand how creating a video game in class, is an incredible way to put the creative elements of design thinking back into education.

Participants will see how students learned how to write code, research, design and implement complete games using Gameboy studio.
Teachers will see how they can integrate game coding in class to develop computational thinking and digital creativity.
Participants will be able to know that the Development of games equips students with valuable STEM skills and dispositions, from coding and programming to computational and design thinking.

Evidence of success:
What’s exciting about programming is that students create anything they can imagine. Using simple logic, they can build a world of their own design. They can create experiences that can be enjoyed by a wide and diverse audience.

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Outline

Start by showing student projects (Develop a game that regulates the mood changes in teen agers).
Next we step through our methodology.
Explain what is Gameboy Studio and its benefits for coding games.
Discuss resources for and actions done in steps
Presents ideas to replicate the project in other schools.

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Supporting research

vLearning, I. J.-B. (2016). Computational Thinking in Constructionist Video Games. IGI Global.
Caperton, I. H. (2010). Toward a theory of game-media literacy: Playing and building as reading and writing. International Journal of Gaming and Computer-Mediated Simulations, 2(1).
Education, M. o. (2022). Game development in the classroom. Obtenido de https://elearning.tki.org.nz/Teaching/Future-focused-learning/Game-development.
Holbert, N., Penney, L., & Wilensky, U. (2010). Bringing Constructionism to Action Game-Play. Proceedings
of Constructionism 2010, Paris, France.

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
9-12
Skill level:
Beginner
Audience:
Teachers
Attendee devices:
Devices not needed
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.