Problem-Solving through Video Games

Paul Stewart

on Thursday, 8 April 2010 16:00 - 16:45 in room 210

This session will focus upon two games that put problem-solving front and centre: the Playstation 3 game Little Big Planet and the Nintendo DS game Scribblenauts.

Little Big Planet - with the help of his audience, Paul will construct a playable video game level and share this with a world-wide audience. In the process, participants will explore a range of topics including: design, the role of choice, assessment and reward, and circular demands of creating/solving/creating problems. Paul will walk his audience through the creative process using the games tool-set to control and influence physical and aesthetic properties.

Scribblenauts - the objective of Scribblenauts is to complete puzzles by using a large variety of objects which are created by writing an object's name on the touchscreen. These objects can range from animals and household objects through to vehicles, forces of nature and famous people (both fictional and real). A pool of over 10,000 objects can be conjured up. Basically, if you can think of it, it's probably in the game. Faced with an army of robot zombies that can not be defeated with regular weapons? Create a time machine to collect a dinosaur that could defeat the zombies. Or do something else. It's up to you.

The intention for the session is to highlight the possibilities for problem-solving that games present and to debunk the belief that there is nothing positive to be gained by playing video games.

This is how you cite this paper:

Stewart, P. (2010). Problem-Solving through Video Games In D. Gronn, & G. Romeo (Eds) ACEC2010: Digital Diversity. Conference Proceedings of the Australian Computers in Education Conference 2010, Melbourne 6-9 April. Carlton, Victoria: Australian Council for Computers in Education (ACEC). Retrieved from, http://acec2010.acce.edu.au/proposal/400/creating-problems-level-design-ps3

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