[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1666611.1666618acmconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
research-article

Construction trial of a practical education curriculum for game development by industry/university collaboration

Published: 16 December 2009 Publication History

Abstract

In recent years, a deep understanding of game development procedures has been needed in order to keep up with advancements in game technology. At the same time, game education is on the rise among American and European Universities[1][2][3][4][5]. Also, a curriculum framework has been created by the International Game Developers Association (IDGA) with positive progress shown by cooperating with the industry[6].

References

[1]
University of Southern California: http://cinema.usc.edu/
[2]
Entertainment Technology Center, Carnegie Mellon University: http://www.etc.cmu.edu/
[3]
Al-Bow, M., Austin, D., Edgington, J. et al.: "Using GreenFoot and Games to Teach Rising 9th and 10th Grade Novice Programmers", Proc. of Sandbox Symposium 2008, ACM SIGGRAPH, pp.55--59, 2008
[4]
McDaniel, R.: "Cardboard Semiotics: Reconfigurable Symbols as a Means for Narrative Prototyping in Game Design", Proc. of Sandbox Symposium 2009, ACM SIGGRAPH, pp.87--93, 2009
[5]
Fullerton, T.: "Game Design Workshop 2nd ed.", Morgan Kaufmann Publishers, 2008
[6]
IGDA: "Curriculum Framework", http://www.igda.org/academia/curriculum_framework.php
[7]
Koivisto, E. and Suomela, R.: "Using Prototypes in Early Pervasive Game Development", Proc. of Sandbox Symposium 2007, ACM SIGGRAPH, pp.149--155, 2007
[8]
Chaffin, A., Doran, K. and Hicks, D.: "Experimental Evaluation of Teaching Recursion in a Video Game", Proc. of Sandbox Symposium 2009, ACM SIGGRAPH, pp.79--85, 2009
[9]
IGDA Japan Chapter: http://www.igda.jp/
[10]
Carnegie Mellon University, "Alice": http://www.alice.org/
[11]
Mikami, K., Watanabe, T. and Yamaji, K.: "SANGAKU RENKEI NIYORU KOTO KYOIKU KIKAN NI OKERU GEEMU JINZAI NO IKUSEI TO SENTAN KENKYU (Fostering of Game Human Resources and Advanced Research at Higher Education Institutions Based on Industry-University Collaboration)," CEDEC2007 Regular Session.
[12]
Kaneko, M., Mikami, K and Yamaji, K.: "SENMON KYOIKU NI OKERU SANGAKU RENKEI (Industry-University Collaboration in Professional Education)," Education Reform IT Forum, Section Meeting B-2, 2007.

Cited By

View all
  • (2024)Blended Realities - Higher Education Student Reflections on Acquiring Skills for Game Creation in a Project-Based- and Blended Learning EnvironmentGames: Research and Practice10.1145/37044143:1(2-26)Online publication date: 15-Nov-2024
  • (2024)Introducing a Videogame Project in a Mobile Software Development Academic CourseIntelligent Technologies for Interactive Entertainment10.1007/978-3-031-55722-4_3(31-39)Online publication date: 23-Mar-2024

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH ASIA '09: ACM SIGGRAPH ASIA 2009 Educators Program
December 2009
113 pages
ISBN:9781450379335
DOI:10.1145/1666611
  • Program Chair:
  • Ayumi Miyai
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 16 December 2009

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Research-article

Conference

SA09
Sponsor:
SA09: SIGGRAPH ASIA 2009
December 16 - 19, 2009
Yokohama, Japan

Acceptance Rates

Overall Acceptance Rate 178 of 869 submissions, 20%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)8
  • Downloads (Last 6 weeks)2
Reflects downloads up to 16 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Blended Realities - Higher Education Student Reflections on Acquiring Skills for Game Creation in a Project-Based- and Blended Learning EnvironmentGames: Research and Practice10.1145/37044143:1(2-26)Online publication date: 15-Nov-2024
  • (2024)Introducing a Videogame Project in a Mobile Software Development Academic CourseIntelligent Technologies for Interactive Entertainment10.1007/978-3-031-55722-4_3(31-39)Online publication date: 23-Mar-2024

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media