Project-based learning: video game simulator in higher education vocational training

  1. Lidia Jiménez-Duarte 1
  2. Pilar Terrón-López 1
  1. 1 Universidad Europea de Madrid
    info

    Universidad Europea de Madrid

    Madrid, España

    ROR https://ror.org/04dp46240

Actas:
6th Interdisciplinary and Virtual Conference on Arts in Education

Editorial: Adaya Press

ISSN: 2445-3641

ISBN: 978-84-126060-3-4

Año de publicación: 2024

Páginas: 178-182

Tipo: Aportación congreso

DOI: 10.58909/ADC24571456 GOOGLE SCHOLAR lock_openAcceso abierto editor

Resumen

The study explores how to bridge the gap between the classroom and the professional environment through the integration of the STEAM approach, emphasizing disciplines such as programming, mathematical logic, artistic conceptualization, problem-solving, and computational thinking.The effectiveness of Project-Based Learning (PBL) in imparting practical skills applicable to real-lifechallenges is emphasized. The methodology encompasses programming, design, problem-solving,and mathematical logic, fostering a multidisciplinary approach to video game creation in the classroom. Students are equipped with skills to create video games in a simulated environment, involvingproblem definition, game design, development and business plans, actual game development, product testing, learning co-evaluation, and the promotion of interdisciplinary connections. Implementedwith a sample of 30 students, the project involves collaborative group work, reflecting the industry’sdynamics, and successfully generates three independent video games. In conclusion, the projecteffectively integrates PBL into STEAM education, emphasizing critical skills such as creativity, problem-solving, and collaboration, with the practical approach allowing students to influence projectsuccess and highlight the importance of teamwork.