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 language | English |
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Pages (from-to) | 54-71 |
Number of pages | 18 |
Journal | International Journal of Game-Based Learning |
Volume | 10 |
Issue number | 2 |
DOIs | |
Publication status | Published - 2020 |
MoE publication type | A2 Review article, Literature review, Systematic review |
Keywords
- Co-Creation
- Collaborative Learning
- Design Research
- Game Creation
- Game Development
- Game Studies
- Multidisciplinary Approach
- Pedagogy
- STEAM Skills