Authors
- Mnatsakanyan Vilen Vladimirovich
- Savochkina Ekaterina Vladimirovna
Annotation
This article addresses the issue of low motivation among college students studying IT disciplines. A concept for teaching 3D modeling and programming through
the development of a team-based game project is proposed, aimed at improving the effectiveness of the educational process. The scientific novelty, relevance, and practical value of this approach are substantiated.
Methodology and research. The study utilized an analysis of scientific and methodological literature, a summary of teaching experience, observation, interviews, object-oriented design and programming methods, and a pedagogical experiment.
Key findings. A concept for integrated teaching of 3D modeling and programming within the context of game project development was developed and presented; student motivation issues were identified and systematized; and methodological conditions for implementing the proposed approach were defined.
Scientific novelty. A teaching concept was developed that integrates the acquisition of 3D modeling skills in Blender and programming in Unreal Engine during the collaborative development of a game project. Practical significance. The results of this study can be used to develop training courses and methodological recommendations for teaching programming and 3D modeling to college students, as well as integrating into the continuing education programs of IT-focused clubs.
How to link insert
Mnatsakanyan, V. V. & Savochkina, E. V. (2025). Experience teaching 3D modeling and programming as part of a team project to develop a computer game Bulletin of the Moscow City Pedagogical University. Series "Pedagogy and Psychology", № 2 (14), 6. https://doi.org/10.24412/2782-6597-2025-113-6-14
References
1.
1. Apatova, N. V. (1994). Information technologies in school education. Institute of Comprehensive School, Russian Academy of Education. 228 p. (In Russ.).
2.
2. Beloshapka, V. K. (1987). On Languages, models and computer science. Computer Science and Education, (6), 12–16. (In Russ.).
3.
3. Beshenkov, S. A., & Rakitina, E. V. (2001). Computer science. Systematic course. Textbook for the 10th grade. Laboratory of Basic Knowledge. (In Russ.).
4.
4. Blumin, A. M., & Feoktistov, N. A. (2012). World information resources. Textbook for bachelors. 2nd ed. Dashkov i Ko. (In Russ.).
5.
5. Bosova, L. L., & Bosova, A. Yu. (2016). Computer science. Textbook for grade 7. BINOM. Laboratory of knowledge. (In Russ.).
6.
6. Bosova, L. L., & Bosova, A. Yu. (2016). Computer science. Textbook for grade 8. BINOM. Laboratory of knowledge. (In Russ.).
7.
7. Bosova, L. L., & Bosova, A. Yu. (2016). Computer science. Textbook for grade 9. BINOM. Laboratory of knowledge. (In Russ.).
8.
8. Bykadorov, Yu. A. (2018). Computer science and ICT. 8th grade. Textbook for general educational institutions. Drofa. (In Russ.).
9.
9. Bykadorov, Yu. A. (2017). Computer science and ICT. 9th grade. Textbook for general educational institutions. Drofa. (In Russ.).
10.
10. Volkova, L. S. (1997). Organizational and pedagogical system for developing a teacher’s computer culture: Abstract of the Dissertation for the PhD (Pedagogy): 13.00.01. [W. p.]. (In Russ.).
11.
11. Hamburg, K. S. (2006). Virtual bench laboratory works as an innovative form of contextual learning: Dissertation of a Candidate of Pedagogical Sciences: 13.00.01. [W. p.]. (In Russ.).
12.
12. Gvintovkin, A. N. (2013). Virtual space as an environment for youth socialization in the emerging information society: using the Rostov Region as an example. Dissertation of a Candidate of Sociological Sciences: 22.00.04. [W. p.]. (In Russ.).
13.
13. Trefilov, I. Creating 3D models for games — How does it happen? (2022, March 26). (In Russ.). Retrieved from https://dtf.ru/gamedev/651865-sozdanie-3d-modeley-dlya-igr-kaketo-proishodit

