Game Maker - a Primary Perspective

A multi-entry approach to using Game Maker to enhance creativity, problem solving and cross-curricula learning outcomes.

". . . facilitate learning by entering the 'kids culture' of computer games and therefore students' choice of engagement and motivation."

Further Game Maker pages and resources for primary use can be found on my class blog. The shortcut to the Game Maker pages is Feel free to drop in and make use of anything you find there.

Al Upton, email:
Teacher, Year 3
Glenelg School,
South Australia

The Technique

Just ask "Who likes computer games?"

Then ask . . .
"How can we use them in our learning?"
Get ready - share the journey (R to 7)

Find your own entry point of comfort . . .

Explore the possibilities.

Through your own professional development, become better resourced and contribute to a widening network of educators keen to add this educative tool to their repertoire.

The Technology

Download the free software (4.0MB) from Explore this comprehensive website authored by Professor Dr Mark Overmars, creator and developer of Game Maker. A registered version is available (including site licences) offering even more features.

My Year 3 class explored some possibilities of GameMaker as outlined above. We decided to focus on creating individual games using a 'template' - I created one for each student.

Students were familiar with the basis of the template - The Grand Parade.

In a computer suite (one computer per student but paired works equally well) students . . .

The Teaching

I have used Game Maker as a Design and Technology teacher with R-7 students. As a Year 3 class teacher at Glenelg, I increasingly realise that computer games provide a highly motivating educational tool with unlimited potential.

I have noted that students (R-7) respond positively to high expectations and the use of explicit game developer language
eg "The sprite is an image of an object."
"Objects have events with actions given to them (when the ghost 'collides' with a wall it reverses direction)" - cause and effect.

Key words/phrases include: fun, sharing, self-motivation, engagement, relevance, multimedia, versatility, acknowledgment of 'kids culture' and all it's inherent rewards.

Teachers new to the software will benefit from attending workshops and exploring the wide range of resources available.

Email me. Have fun & let me know

Al Upton, email:
Teacher, Year 3
Glenelg School,
South Australia