如何利用 Nintendo Switch 的 「附帶導航!一做就上手 第一次的遊戲程式設計」來教授遊戲編程及提升學生的創意思維

Authors

  • 文健 陳 仁濟醫院董之英紀念中學

Keywords:

Nintendo Switch, STEAM education; teacher-led participation; student development; curriculum innovation; interdisciplinary collaboration, 遊戲編程, 創意思維, STEAM普及化, STEAM精英化

Abstract

In the 2015 Policy Address, the Hong Kong government first proposed STEM education. In 2016, the "Report on Promoting STEM Education - Unleashing Potential in Innovation" was published, outlining a series of recommendations and strategies for advancing STEM education. By 2022, the government incorporated the element of art, renaming it "STEAM Education." However, after a decade, various studies indicate that the overall innovation and technology performance of Hong Kong students has not shown significant improvement due to the promotion of STEAM education. In terms of "creative thinking," the comprehensive STEAM abilities required of students are relatively high, making it even more challenging to implement effectively. The general public often perceives the Nintendo Switch as merely a gaming console, seemingly unrelated to STEAM learning. However, we should break free from conventional thinking and explore game programming and creative thinking enhancement from multiple, innovative perspectives. By providing a suitable platform for students to share their creations, we can expand their horizons and improve their interpersonal skills.

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Published

2025-06-06