In hindsight of this I will need to adapt my learning agreement. I now aim to create an educational drawing game for art as a subject. This will include both drawing and the history of art.
Abstract
This review is split into two sections; a literature review,
which looks at gamification within education with a focus on art as a subject.
The second is a contextual review looking at five currently available games/applications
that already educate on this subject and how they can be improved upon in order
to produce a game suitable of engaging and expanding students’ knowledge in
art.
Literature Review
Amidst the myriad of research that goes into such a vast and
diverse topic as gamification used within education, it is easier to follow the
words of McClarty et al, (2012) as highlighted in the summary; evaluations
should not focus on whether games can be used for learning but prioritise that
research to see how games can be best utilised for learning. This has
identified a need to define an age bracket more appropriate to the tools and
techniques to implement; i.e., Art at a High School level will be concerned on
techniques where in Higher Education they tend to ‘break the mould’ from
certain techniques in order for the artist to explore their own methods.
Whilst Heuristic frameworks were not covered in the above
report, it was highlighted in researching that it would be beneficial to follow
a heuristic framework as it will assist with analysis and evaluations before
implementation, to ensure key areas have been explored for the appropriate
audience.
Concerned with the above literature, and ensuring the most
beneficial uses that evolve from the game, it may be valuable to remove
‘educational’ from the title of the game if one were to be decided upon.
Eliminating prejudice from any results/feedback gathered.
Contextual Review
What has been identified mostly from this research is the marketable age, with the exception of Sktchy, the apps/games have a much younger audience in mind, with little or no focus on art history. This should be focused on more without leaving the younger generation out of the equation. It has emphasised considerations for; making the game accessible for left/right handed users, using social media effectively for sharing artwork and perhaps collaborating on pieces with friends and family to ensure the game is engaging and enjoyable. Particularly to limit the game to one drawing style/technique to be able to produce a testable demo.
I have decided that further to this research I need to make a start on getting ideas to paper,