Learning space conceptual model for computing games developers
Olena Bielova, Dep. of business admin. and project management, KROK University, Kyiv, Ukraine
The article is devoted to the construction of learning space conceptual model for preparation of GameHub computer game developers in higher education institutions. The concept consists of three main components: a methodological or pedagogical component, a technological component, an information component. The article describes processes scheme for developing of learning space infrastructure and reflects the interactions between GameHub participants. The article presents an example of such a scheme for magistracy students, bachelor's degree students and free listeners from one of the Ukrainian universities. An approach to the student knowledge diagnosis is described on the basis of writing and testing analysis. Highlighted results in this paper are useful as a guide for step-by-step organization and for supporting the functioning of game educational hubs in higher education institutions. The described concept includes basic tools that are necessary for effective student training organizing on the principles of computer game development. Learning space conceptual model can serve as foundation for the formation of professionals training implementation roadmap in gaming industry. The concept is proposed for implementation by universities and private IT companies interested in Serious Games industry development.
Keywords: Learning Space, Game Development, GameHub.