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Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Game Template

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Entertainment Computing – ICEC 2023 (ICEC 2023)

Abstract

In this study, we observe how a video game creation activity with an escape game template can enhance the acquisition of 21st century skills among high school students. In Game Development-Based Learning (GDBL), the use of customisable template eases the technical cost of entry, provides a structure to guide and motivate students as well as provides learning traces for the teachers. Through the modification of the template, students can engage in tasks directly related to 21st century skills while personalising the game. We present a study on 221 high school students with 10 voluntary teachers in France, analysing the students’ engagement, and the complexity of skills assessment in this context.

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Notes

  1. 1.

    GDPR defines the rights of individuals to their private data in Europe.

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Correspondence to Chloé Vigneau .

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Vigneau, C., Mader, S., Rolland, C., Buendia, A. (2023). Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Game Template. In: Ciancarini, P., Di Iorio, A., Hlavacs, H., Poggi, F. (eds) Entertainment Computing – ICEC 2023. ICEC 2023. Lecture Notes in Computer Science, vol 14455. Springer, Singapore. https://doi.org/10.1007/978-981-99-8248-6_12

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  • DOI: https://doi.org/10.1007/978-981-99-8248-6_12

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-99-8247-9

  • Online ISBN: 978-981-99-8248-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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