Integration and Promotion: Integrating Sustainability Research into Computer Science Teaching through Serious Games Assignments

“Serious Games” is a final-year 20 credit point module, undertaken as the default optional module for students on Undergraduate courses entitled BSc Computing and BSc Computer Science (Games Technology) at Nottingham Trent University, UK. The module focuses on developing students’ critical evaluation skills, enhancing their ability to design and implement solutions for a real-world design brief, working with clients and making final products accessible to a broad target audience. Historically this was achieved through engagement with a single client, often via a wider research project or local educational establishment of some sort. More recently, the module has retained two client project briefs, which the students are then empowered to choose between. With each client brief the module team has sought to add extra value for the students. For the previous two academic years, the module team has partnered with Green Academy, a strategic team within the University whose priorities include stimulating pedagogical innovation and practice sharing within the area of sustainability and pioneering a shared understanding of sustainability education. The resulting partnership has introduced a brief for students which combines vital industry skills with sustainability literacy. Working with and alongside the students who are undertaking the module, the module has developed Serious Games on a diverse range of local and global sustainability issues and has exposed students to university research culture and our sustainability research specialisms. It has also necessitated that students engage with and contextualise the United Nations Sustainable Development Goals and the UNESCO ESD competencies which they are tasked with integrating into their design solutions. The long-term intent of this partnership is for these design decisions to be utilised in the Green Academy’s ongoing strategy to further enhance the University’s pedagogical framework and sustainability education offer, and to improve the provision of Serious Games for use by clients outside the University. This report is a synoptic overview of the module design and insights from the two-year partnership as well as how these observations have been leveraged to improve the design and delivery of the module for future clients and students.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2626
Citations
3
Primary Topic
Innovative Approaches in Technology and Social Development
Type
article
Field-Weighted Citation Impact
4.47
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article

Integration and Promotion: Integrating Sustainability Research into Computer Science Teaching through Serious Games Assignments

Sean Haddick, David J. Brown, Matthew C. Harris, Helen Puntha
3 citations
European Conference on Games Based Learning
Innovative Approaches in Technology and Social Development
4.47
article

Integration and Promotion: Integrating Sustainability Research into Computer Science Teaching through Serious Games Assignments

Sean Haddick, David J. Brown, Matthew C. Harris, Helen Puntha
article en
3 citations

Abstract

“Serious Games” is a final-year 20 credit point module, undertaken as the default optional module for students on Undergraduate courses entitled BSc Computing and BSc Computer Science (Games Technology) at Nottingham Trent University, UK. The module focuses on developing students’ critical evaluation skills, enhancing their ability to design and implement solutions for a real-world design brief, working with clients and making final products accessible to a broad target audience. Historically this was achieved through engagement with a single client, often via a wider research project or local educational establishment of some sort. More recently, the module has retained two client project briefs, which the students are then empowered to choose between. With each client brief the module team has sought to add extra value for the students. For the previous two academic years, the module team has partnered with Green Academy, a strategic team within the University whose priorities include stimulating pedagogical innovation and practice sharing within the area of sustainability and pioneering a shared understanding of sustainability education. The resulting partnership has introduced a brief for students which combines vital industry skills with sustainability literacy. Working with and alongside the students who are undertaking the module, the module has developed Serious Games on a diverse range of local and global sustainability issues and has exposed students to university research culture and our sustainability research specialisms. It has also necessitated that students engage with and contextualise the United Nations Sustainable Development Goals and the UNESCO ESD competencies which they are tasked with integrating into their design solutions. The long-term intent of this partnership is for these design decisions to be utilised in the Green Academy’s ongoing strategy to further enhance the University’s pedagogical framework and sustainability education offer, and to improve the provision of Serious Games for use by clients outside the University. This report is a synoptic overview of the module design and insights from the two-year partnership as well as how these observations have been leveraged to improve the design and delivery of the module for future clients and students.

European Conference on Games Based LearningVol. 18(1)
Nottingham Trent University (GB)
Quality Education
Openalex Percentile: Top 6%
Innovative Approaches in Technology and Social Development
4.47
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