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Please use this identifier to cite or link to this item: http://dspace.cityu.edu.hk/handle/2031/8885
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dc.contributor.authorIp, Yuk Yiuen_US
dc.date.accessioned2018-08-23T02:48:21Z
dc.date.accessioned2019-01-22T03:04:53Z-
dc.date.available2018-08-23T02:48:21Z
dc.date.available2019-01-22T03:04:53Z-
dc.date.issued2018-08-22en_US
dc.identifier.urihttp://144.214.8.231/handle/2031/8885-
dc.description.abstractWhile often used for leisure, the applications of video game go far beyond its commonly perceived role as a recreational pastime, and have been widely used in different areas such as military training, cognitive research as well as psychological therapy that entail practical usages and effects. The current project proposes to use video game as a pedagogic vehicle to facilitate learning and application of digital creativity and critical thinking. It intends to explore video game as a creative and critical medium that allows students to formulate and express ideas via the design of playable and participatory experience. Specifically an interest group will be formed to mentor students in critical video game development that will lead up to an art exhibition demonstrating the project outcomes. Video game is used both as a means and an end to achieve an integrative process of learning, thinking and doing.en_US
dc.titleCRITICAL GAMES: integrating creativity and critical thinking via the design of playable and participatory experienceen_US
dc.contributor.coInvLeino, Olli Tapioen_US
dc.contributor.departmentSchool of Creative Media (SCM)en_US
dc.contributor.principalInvIp, Yuk Yiuen_US
dc.date.commencementMar-2016en_US
dc.date.completionJun-2017en_US
dc.identifier.projectno6000536en_US
Appears in Collections:Teaching Development Grant Projects

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