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How Game Design Can Enhance Engineering Higher Education: Focused IT Study

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Online Engineering & Internet of Things

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 22))

Abstract

This paper seeks to report on the current state and attitudes towards higher education (HE) curriculum for the creative (game) industry sector in Ukraine. It is based on preliminary findings from high education and industries surveys, which examined the competences, demanded by this important sector of the UA economy from one hand, and, from another, offers of HEs in developing them. Moreover, a review of the literature performed to define the core employees’ profiles and their competences on the field job market. This paper explores competences, professional and transversal, that are important for the Ukrainian game industry and in what way should students be taught for “creative” tasks. This paper offers interested parties an analysis on how HE in Ukraine can develop relevant curriculum and deliver “industrial” education for students who intend to operate in this sector. The study results could be helpful for HE and policy makers to respond to current and future education needs.

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References

  1. PwC forecasts (2016). http://venturebeat.com/2016/06/08/the-u-s-and-global-game-industries-will-grow-a-healthy-amount-by-2020-pwc-forecasts/. Accessed 10 Aug 2016

  2. Global Games Market Report (2016). https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/. Accessed 20 Aug 2016

  3. International Factfile 2015: Ukraine, Games industry news, The Market for computer & video games, 9 November 2015. http://www.mcvuk.com/news/read/international-factfile-2015-ukraine/0158786. Accessed 20 Aug 2016

  4. Animation Career Review (2016). http://www.animationcareerreview.com:8080/careers-animation. Accessed 20 Aug 2016

  5. The 2016 Essential Facts About the Computer and Video Game Industry, Entertainment Software Association (ESA), April 2016, Ipsos MediaCT for ESA. http://essentialfacts.theesa.com/Essential-Facts-2016.pdf. Accessed 20 Nov 2016

  6. Official data of the State Statistic Service of Ukraine. http://www.ukrstat.gov.ua. Accessed 3 Nov 2016

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  10. International standard of education classification. http://www.uis.unesco.org/Education/Documents/isced-fields-of-educationtraining-2013RU.pdf. Accessed 3 Nov 2016

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  12. GameHub report: Task Analysis; Development of Competence Profiles. http://gamehub-cbhe.eu/project-results/. Accessed 20 Nov 2016

  13. GameHub report: Developed Didactical Approach in Training. http://gamehub-cbhe.eu/project-results/. Accessed 20 Nov 2016

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  15. Tuning Academy. http://www.unideusto.org/tuningeu/publications.html. Accessed 20 Nov 2016

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Acknowledgement

This work was partially funded by the European Union in the context of the GameHub project (Project Number: 561728-EPP-1-2015-1-ES-EPPKA2-CBHE-JP) under the ERASMUS+ programme. This document does not represent the opinion of the European Union, and the European Union is not responsible for any use that might be made of its content.

We want to thank all GameHub partners who contributed to the interview, survey and discussion of analysis of labor market for game industry in Ukraine.

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Correspondence to Olga Dziabenko .

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Dziabenko, O., Yakubiv, V., Zinyuk, L. (2018). How Game Design Can Enhance Engineering Higher Education: Focused IT Study. In: Auer, M., Zutin, D. (eds) Online Engineering & Internet of Things. Lecture Notes in Networks and Systems, vol 22. Springer, Cham. https://doi.org/10.1007/978-3-319-64352-6_58

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  • DOI: https://doi.org/10.1007/978-3-319-64352-6_58

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-64351-9

  • Online ISBN: 978-3-319-64352-6

  • eBook Packages: EngineeringEngineering (R0)

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