Games Development Course 2019

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This page contains the resources for and follows up material from the TechPathways, BAFTA YGD, Digital Schoolhouse, Ally Pally and IoC – Games Development Course which was run in October 2019.

Presentations & resources from day 1.

Presentations & resources from day 2.

Agendas from the days

  • Day 1 Wednesday 2nd October
    • Device requirements: None
    • Outline of day:
      • 10:30- 11:00- Arrival & teas/coffees
      • 11:00-12:15 – BAFTA Games design – concept workshop
      • 12:15-13:00 – ‘Beyond Gaming: Ubisoft’s Initiatives in Education’ by Olivier Palmieri (Director of XR Workshop, Ubisoft, Montreal)
      • 13:00-14:00 –  Lunch – a light lunch is provided (please tell of any allergies etc)
      • 14:00 14:45 –  iMedia delivery and good practice – with Rajesh Sood from OCR
      • 14:45-16:00 – Careers –  Industry Roundtable (with tea and coffee and cake!)
  • Day 2 (Thursday 3rd October  or Friday 4th October) 
    • Device requirements:
      • Please bring your own laptop with Google Chrome installed. (Ally Pally does not have tech that we can use.)
      • Sofware: We will be using Construct 3. Construct 3 runs in a browser, so no further downloads are required, but you can install the software as an app from the main menu on the website prior to the workshop if you prefer. Please, visit and click on Menu to install the app.
      • Software: So you can export exe versions of your games (which you need to do for iMedia) please can you install the free version of Clickteam Install Creator 2:
    • Outline of day:
      • 10:30-11:00 – Arrival & teas/coffees
      • 11:00-12:30 – Digital Schoolhouse Introduction to Construct 3, classroom set-up and creation of a basic game 
      • 12:30-13:30 –  Lunch – a light lunch is provided (please tell of any allergies etc)
      • 13:30-16:00 – Creation of a more advanced game with details of how this links to the iMedia course

References and Further Reading

Kafai, Y. & Burke, Q. (2015) Constructionist Gaming: Understanding
the Benefits of Making Games for Learning, Educational Psychologist, 50:4, 313-334, DOI:
10.1080/00461520.2015.1124022 Linked here

Lee, I. et al., 2011. Computational thinking for youth in practice. ACM Inroads, 2(1), pp.32–37. Available at: Linked here

Repenning, A., Webb, D. C., Koh, K. H., Nickerson, H., Miller, S. B., Brand, C., Basawapatna, A., et al. (2015).  Scalable Game Design: A strategy to bring systemic Computer Science Education to schools through game design and simulation creation. ACM Transactions on Computing Education (TOCE), 15(2), 11. Linked here

Sentance, S. & Waite, J., 2017. PRIMM: Exploring pedagogical approaches for teaching text-based programming in school. In Proceedings of the 12th Workshop on Primary and Secondary Computing Education. ACM, pp. 113–114. Linked here

Shulman, L.S., 1986. Those who understand: Knowledge growth in teaching. Educational researcher, 15(2), pp.4–14.

Waite, J. et al., 2016. Abstraction and common classroom activities. In Proceedings of the 11th Workshop in Primary and Secondary Computing Education. ACM, pp. 112–113. Available at: Linked here

Waite, J., Curzon, P., Marsh, D., et al., 2018. Abstraction in action: K-5 teachers’ uses of levels of abstraction, particularly the design level, in teaching programming. International Journal Of Computer Science Education In Schools. Linked here

Waite, J., Curzon, P., Marsh, W., et al., 2018. Comparing K-5 teachers’ reported use of design in teaching programming and planning in teaching writing. In Proceedings of the 13th Workshop in Primary and Secondary Computing Education. Linked here

Chapter 3.2.2 of Waite. 2017. Pedagogy in teaching Computer Science in schools: a literature review (After The Reboot: computing education in UK Schools). Online. (November 2017). Retrieved July 24, 2019 from 

Waite, JL; Maton, K; Curzon, P; Tuttiet, L., 2019.  Unplugged Computing and Semantic Waves: Analysing Crazy Characters The UK and Ireland Computing Education Research Conference Linked here