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Super Mario Maker 2 as a Tool for Educational Game Design

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 801-804

Publication milestones

  • Published - 2020

Publication status

Published - 2020

Place of publication

Reading, UK

Publisher

Academic Conferences and Publishing International
978-1-912764-71-6

ISBN (Electronic)

978-1-912764-70-9

Host publication title

14th European Conference on Game Based Learning Proceedings

Abstract

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.

Related Event

Title

European Conference on Game Based Learning

Event type

Conference

Degree of recognition

International event

Date

24/09/2020 - 25/09/2020

Location

The University of BrightonBrightonUnited Kingdom