Super Mario Maker 2 as a Tool for Educational Game Design
- Silvia Fornos
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 801-804Publication milestones
- Published - 2020
Publication status
Published - 2020
Place of publication
Reading, UKPublisher
Academic Conferences and Publishing InternationalISBN (Print)
978-1-912764-71-6ISBN (Electronic)
978-1-912764-70-9Host publication title
14th European Conference on Game Based Learning ProceedingsAbstract
This paper describes the setup of a case study to test how to use a platform game for a hands-on learning experience that extends traditional methodologies. More precisely, it concerns the use of the level editor of a popular off-the-shelf commercial game, Super Mario Maker 2, as a co-design tool with chemical engineers and chemical engineering students. Participants use the editor to make platform game levels that represent chemical processes. Data is collected to identify patterns on how to effectively align chemical engineering content with platform game mechanics with a view towards later creating a custom-made game editor. The study is expected to show the efficacy of participatory game design, commercial games and platformers in engineering education.
Access to documents
Related Event
Title
European Conference on Game Based Learning
Event type
ConferenceDegree of recognition
International eventDate
24/09/2020 - 25/09/2020Location
The University of BrightonBrightonUnited Kingdom
