Game Jams for Learning and Teaching: A Review

Mikko Merilainen*, Riikka Aurava, Kultima Annakaisa, Jaakko Stenros

*Corresponding author for this work

Research output: Contribution to journalReview Articlepeer-review

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Abstract

Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They are seen as activities for developing technical skills needed for digital game development, developing so-called soft skills such as collaboration and communication skills and as a way to teach and learn science, technology, engineering, arts, mathematics (STEAM) skills. In this article, the educational aspects of game jams are explored from multidisciplinary points of view. Combining education science, design research, and game studies, the authors position game jamming at the intersection of these disciplines to explore its various learning dimensions. This positioning provides a starting point for future studies of game jamming in the context of learning and teaching and invites discussion from diverse fields of study.

Original languageEnglish
Pages (from-to)54-71
Number of pages18
JournalInternational Journal of Game-Based Learning
Volume10
Issue number2
DOIs
Publication statusPublished - 2020
MoE publication typeA2 Review article, Literature review, Systematic review

Keywords

  • Co-Creation
  • Collaborative Learning
  • Design Research
  • Game Creation
  • Game Development
  • Game Studies
  • Multidisciplinary Approach
  • Pedagogy
  • STEAM Skills

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