Project-based learning: video game simulator in higher education vocational training
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Universidad Europea de Madrid
info
Éditorial: Adaya Press
ISSN: 2445-3641
ISBN: 978-84-126060-3-4
Année de publication: 2024
Pages: 178-182
Type: Communication dans un congrès
Résumé
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.