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This paper explores how two classrooms of 8th grade science students who created computer games on the topic of climate change and the ways in which they engaged in critique of each other’s games. In particular, it explores how students engaged in both programmed critique sessions and those that manifested spontaneously from students. Findings include a focus on students’ attention to playability, and “breaking the game” as an implicit critique strategy that helped designers improve their games.
Eli Tucker-Raymond, TERC
Gillian M. Puttick, TERC
Casper Harteveld, Northeastern University
Michael Patrick Cassidy, TERC