Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects.
Dan BarnardPublished in: Int. J. Game Based Learn. (2017)
Keyphrases
- connected components
- idea generation
- creative thinking
- case study
- game design
- design process
- pilot study
- learning games
- video games
- problem based learning
- computer games
- educational games
- teaching methods
- human computer interaction
- simulation game
- pedagogical design
- software development
- learning environment
- web based learning
- game based learning
- real world
- middle school students
- high school
- e learning
- music composition
- game play
- blended learning
- human subjects
- higher education
- creative problem solving
- cooperative learning
- science learning
- learning platform
- game development
- distance learning
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- learning experience
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- online learning
- learning process