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The Theory and Practice of Innovation and Enntrepreneurship ›› 2024, Vol. 7 ›› Issue (21): 76-79.

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Research and Practice on Cultivating Innovative Ability in Computer Game Based Projects

YANG Xu1, WANG Yajie2, ZHENG Zhiyong1, LI Fei1, QIU Hongkun1   

  1. 1. College of Computer Science, Shenyang Aerospace University, Shenyang Liaoning, 110136, China;
    2. Engineering Training Center, Shenyang Aerospace University, Shenyang Liaoning, 110136, China
  • Online:2024-11-10 Published:2025-03-27

Abstract: Computational game projects not only integrate intelligent science and technology, but also stimulate interest in technological innovation. This article proposes a full process training approach guided by computer game projects to cultivate the innovation ability of college students. By developing a comprehensive training plan throughout the entire process, using case based teaching methods, conducting game club activities, building game project teams, and drawing on successful experiences, students'enthusiasm for self-directed learning, innovation ability, and comprehensive ability have been effectively improved.

Key words: Computer game projects, Innovation capability, Whole process cultivation, Case studies run through, Game society, Club activities

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