Case Study Description

Make a Game (for) 2
Practice: Make a Game (for) 2
by FORTH added on 16 Nov 2020
Organization name:
(that conducted the case study)
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FORTH |
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Title:
(name of the case study)
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Make a Game (for) 2 |
Dates:
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Start date: 13 Apr 2019
End date: 13 Apr 2019
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Brief description:
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This case study covers a 3-hour workshop conducted in the context of the “Computing At school Festival 2019” in Heraklion, Crete, Greece. The Festival (www.digifest.info) is organized all over Greece and comprises several activities, including student presentations of their projects, workshops and lectures. The workshop was entitled “Make a Game (for) 2” and was targeted to groups consisting of one parent / adult and 1-2 children 9+ years old. Participants, were introduced (through creative activities and a lot of playing) to the basic elements and steps for designing a 2-player board game and designed their own game, while at the same time trained their soft skills and computational thinking. |
Objectives:
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To study: (a) If a very long, intensive and fast-paced design workshop can be engaging and fun for children. (b) Various aspects of the collaboration between parents and their children in such a context. (c) If (and how) such an experience differs between adults and children. (d) If there is any correlation between the profile of a child as measured by the Science Capital questionnaire and the perceived fun and engagement as measured by the FUNQ questionnaire. |
Photos:
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Countries:
(where the case study takes place)
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Greece |
Cities:
(where the case study takes place)
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Heraklion |
Participants
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Participants’ age groups:
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9 - 15; 41 - 50 |
Type of location in which the case study took place:
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Location(s):
(where the case study took place)
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Research instruments and tools used
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Research instruments and tools used
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File:
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FORTH_MakeGame2_13_April_2019_Case study report v1.0.pdf |
Case study report: