Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


Journal

2009 | 1 | 245-256

Article title

Nauczanie projektowania gier komputerowych. Oczekiwania studentów a doświadczenia profesjonalistów

Selected contents from this journal

Title variants

EN
TEACHING COMPUTER GAME DESIGN. STUDENTS' EXPECTATIONS AND PROFESSIONALS' EXPERIENCE

Languages of publication

PL

Abstracts

EN
Teaching computer game design is justified by the dynamic growth in the industry and the computer games market which makes it necessary to deliver specialized knowledge to students, enabling them to more easily start professional activity in this area. Another reason is shaping general personal values, such as development of creativity, ability to work in technically and economically restricted circumstances, as well as the organization and coordination of a design team. This article is an introduction to a discussion about teaching computer game design: it confronts students' expectations towards the subject (derived from an anonymous poll) with the actual market demands, which is aimed to help define and improve the courses on offer in higher education.

Journal

Year

Issue

1

Pages

245-256

Physical description

Document type

ARTICLE

Contributors

author
  • Jakub Swacha, Uniwersytet Szczecinski, Wydzial Nauk Ekonomicznych i Zarzadzania, Instytut Informatyki w Zarzadzaniu, ul. Mickiewicza 64, 71-101 Szczecin, Poland

References

  • Becker, K. (2001). Teaching with games: The Minesweeper and Asteroids experience. Journal of Computing Sciences in Colleges, 17(2), s. 23–33.
  • Budzowski, R. (2005). Oblicze rynku gier komputerowych. W: A. Szewczyk (red.), Komputer – przyjaciel czy wróg? (s. 67–70). Szczecin: Wydawnictwo Printshop.
  • Bushnell, N. (1996). Relationships between fun and the computer business. Communications of the ACM, 39(8), s. 31–37.
  • Chmielarz, W. (2007). Skok na wyższy poziom. Puls Biznesu. Online: http://www.pb.pl/Default2.aspx?ArticleID=541f63f1-3133-46bd-962e-f2b2c161b600 (data dostępu: 22 listopada 2008).
  • Coleman, R., Krembs, M., Labouseur, A., Weir, K. (2005). Game design & programming concentration within the computer science curriculum. ACM SIGCSE Bulletin, 37(1).
  • Crawford, C. (1984). The Art of Computer Game Design. Waszyngton: Mcgraw-Hill Osborne Media.
  • Freeze, W. S. (2002). Visual Basic i DirectX. Programowanie gier w Windows. Gliwice: Helion.
  • Leutenegger, S., Edgington, J. (2007). A games first approach to teaching introductory programming. ACM SIGCSE Bulletin, 39(1), s. 115–118.
  • Margulis, L. (2005). Gry w wirtualnym środowisku nauczania. E-mentor, nr 1. Online: http://www.e-mentor.edu.pl/artykul_v2.php?numer=8&id=124 (data dostępu: 22 listopada 2008).
  • McCuskey, M., (2003), Programowanie gier w DirectX. Warszawa: Mikom.
  • Mulligan, C., Kelsey, R., Davis, C. (2007). From Playing to Creating: Teaching Game Design to Children and Teens. School Library Journal. Online: http://www.schoollibraryjournal.com/article/CA6484337.html (data dostępu: 22 listopada 2008).
  • Overmars, M. H. (2005). Game research at Utrecht University, BNVKI Newsletter, nr 22, s. 105–106.
  • Pięciak, P. (2004). Programowanie gier. Poznań: Zysk i S-ka – Nakom.
  • Pivec, M., Kearney, P. (2007). Games for Learning and Learning from Games. Informatica, nr 31, s. 419–423.
  • Prensky, M. (2001). Digital Game-Based Learning. Nowy Jork: McGraw-Hill.
  • Rollings, A., Morris, D. (2003). Game Architecture and Design: A New Edition. Berkeley: New Riders.
  • Rouse, R. (2001). Game Design: Theory and Practice. Plano: Wordware.
  • Rutledge, M. (2005). PHP programowanie gier. Warszawa: Mikom.
  • Salen, K., Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. Cambridge: MIT Press.
  • Swacha, J. (2006). Ekonomia w światach wirtualnych. Studia Informatica, nr 20, s. 111–120.
  • Swacha, J. (2005). Sztuczna inteligencja w grach komputerowych. W: A. Szewczyk (red.), Komputer – przyjaciel czy wróg? (s. 291–296). Szczecin: Wydawnictwo Printshop.
  • Sweedyk, E., de Laet, M., Slattery, M. C., Kuffner, J. (2005). Computer games and CS education: why and how. W: Proceedings of the 36th SIGCSE technical symposium on Computer science education. St. Louis, USA.
  • Wolz, U., Barnes, T., Parberry, I., Wick, M. (2006). Digital gaming as a vehicle for learning. ACM SIGCSE Bulletin, 38(1), s. 394–395.

Document Type

Publication order reference

Identifiers

CEJSH db identifier
11PLAAAA101119

YADDA identifier

bwmeta1.element.c53664e8-869c-3621-a7d9-7d1ea5a7838a
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.