首页> 外文会议>IEEE Conference on Games >An Education Model for Game Development by A Swedish-Japanese Industry-Academia Alliance
【24h】

An Education Model for Game Development by A Swedish-Japanese Industry-Academia Alliance

机译:日瑞典产学同盟的游戏开发教育模型

获取原文

摘要

This paper presents and evaluates a new educational tool and a model for learning theory and practice of game development, by involving geographically separated and culturally different industrial and academic organizations. We propose a TRIAD education model, which is as an extension to the conventional project-based learning, by uniting industry staff, faculty members, and students in an online discussion space. This model is a two-phase cyclic model where in Phase-1) industry members and academic staff discuss the progress of PBL transparently, showing the cross-cultural gaps and advising how to solve them, and in Phase-2) students make progress on the projects. Additionally, the TRIAD model adopts asynchronous text messaging as a core communication method, which is suitable for a multi-timezone situation, as well as exchanges of self-reviews from students and feedback from instructors. The online space not only facilitates interns in overcoming the hurdles represented by the gaps between the industry and academia, but it also visualizes the students’ implicit educational progress by periodically analyzing all stored data by applying quantitative text analysis methods. This paper shows the result of an empirical study by utilizing this TRIAD model and analytics tool conducted at a large-scale Japanese game company with over 2,000 employees focusing on two students from the division of game development at a university in Sweden. We applied a quantitative text analysis tool for this model during an on-going internship program to clarify how students change their thoughts and behaviors by acquiring cross-cultural professionalism in the game industry. In addition, the result indicates that this TRIAD model is resilient, even under the COVID-19 epidemic situation due to its text-based approach.
机译:本文介绍和评估了一种新的教育工具和一种用于学习游戏开发理论和实践的模型,其方法是让地理位置和文化背景不同的行业和学术组织参与进来。我们提出了TRIAD教育模型,它是通过将行业员工,教职员工和学生团结在一个在线讨论空间中而对传统的基于项目的学习的一种扩展。该模型是一个两阶段的循环模型,其中在阶段1)中,行业成员和学术人员透明地讨论了PBL的进展,显示了跨文化的差距并提出了解决建议,在阶段2)中,学生在项目。此外,TRIAD模型采用异步文本消息作为核心通信方法,适用于多时区情况,以及交换学生的自我评价和教师的反馈。在线空间不仅可以帮助实习生克服行业与学术界之间的鸿沟所代表的障碍,还可以通过应用定量文本分析方法定期分析所有存储的数据,从而可视化学生的隐性教育进度。本文显示了利用这种TRIAD模型和分析工具进行的实证研究的结果,该TRIAD模型和分析工具是在一家规模超过2000名员工的大型日本游戏公司中进行的,重点研究了来自瑞典大学游戏开发部门的两名学生。在正在进行的实习计划中,我们为该模型应用了定量文本分析工具,以阐明学生如何通过获得游戏行业的跨文化专业知识来改变他们的思想和行为。此外,结果表明,即使是在COVID-19流行情况下,由于其基于文本的方法,该TRIAD模型也具有弹性。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号