The Moving Pictures Factory": Designing a Game-basedPlatform for Cinema Literacy

In this paper we discuss the design of a digital games platform for cinema education and literacy. Through a mainly qualitative approach, we explore the students' and teachers' requirements, needs, and preferences collected through a survey and focus groups, and discuss the relevant educational design principles. The findings suggest the learning potential of the games platform from the perspective of the teachers, as well as the potential implementation challenges to be considered in the design. The children's insights reveal game design goals such as freedom and autonomy, creative expression, social play and interaction, as well as their preferred themes and narratives. We hope that the findings could serve as a model for the design of educational games especially within the field of creative arts.

Authors

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2451
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

The Moving Pictures Factory": Designing a Game-basedPlatform for Cinema Literacy

Iro Voulgari, Theodora Malliarou, Pantelis Panteloglou, Evangelia Kourti
Educational Games and Gamification
article

The Moving Pictures Factory": Designing a Game-basedPlatform for Cinema Literacy

Iro Voulgari, Theodora Malliarou, Pantelis Panteloglou, Evangelia Kourti
article en

Abstract

In this paper we discuss the design of a digital games platform for cinema education and literacy. Through a mainly qualitative approach, we explore the students' and teachers' requirements, needs, and preferences collected through a survey and focus groups, and discuss the relevant educational design principles. The findings suggest the learning potential of the games platform from the perspective of the teachers, as well as the potential implementation challenges to be considered in the design. The children's insights reveal game design goals such as freedom and autonomy, creative expression, social play and interaction, as well as their preferred themes and narratives. We hope that the findings could serve as a model for the design of educational games especially within the field of creative arts.

University of Patras, National and Kapodistrian University of Athens
Quality Education
Openalex Percentile: Top 83%
Educational Games and Gamification
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