TY - JOUR
T1 - Game jams in general formal education
AU - Aurava, Riikka
AU - Meriläinen, Mikko
AU - Kankainen, Ville
AU - Stenros, Jaakko
N1 - Funding Information:
This research has been funded by the Strategic Research Council of the Academy of Finland through the Growing Mind research project (grant number 312527) , except research conducted in Games Now! Community pilot, which was funded through Aalto Online Learning, a strategic educational development project that pioneers online and blended learning experiences at Aalto University.
Publisher Copyright:
© 2021 The Authors
PY - 2021/3/2
Y1 - 2021/3/2
N2 - This article summarises three years of studying game jams. Rooted in extensive field work — participating, organising, studying and discussing game jams — and multiple methods, we have explored different digital and non-digital jamming formats to apply in educational settings, especially in the Finnish context of general formal teaching for 16–19 year olds. This paper sums up our main findings arranged thematically. We claim that game jamming is a viable method in general formal education, and that although the learning outcomes vary and can be difficult to verify, the participants themselves report perceived learning and increased motivation. We also discuss the values present in our research project and the inclusivity of game jams. We describe various ways to organise game jams in classrooms, along with teacher competencies and resources needed. Based on these viewpoints we provide recommendations, grounded in both research and practice, on how to use game jamming in schools to teach, for example, STEAM and other 21st century skills.
AB - This article summarises three years of studying game jams. Rooted in extensive field work — participating, organising, studying and discussing game jams — and multiple methods, we have explored different digital and non-digital jamming formats to apply in educational settings, especially in the Finnish context of general formal teaching for 16–19 year olds. This paper sums up our main findings arranged thematically. We claim that game jamming is a viable method in general formal education, and that although the learning outcomes vary and can be difficult to verify, the participants themselves report perceived learning and increased motivation. We also discuss the values present in our research project and the inclusivity of game jams. We describe various ways to organise game jams in classrooms, along with teacher competencies and resources needed. Based on these viewpoints we provide recommendations, grounded in both research and practice, on how to use game jamming in schools to teach, for example, STEAM and other 21st century skills.
KW - Adolescents
KW - Co-creation
KW - Collaborative learning
KW - Formal education
KW - Game jam
KW - Playful learning
UR - http://www.scopus.com/inward/record.url?scp=85102656549&partnerID=8YFLogxK
U2 - 10.1016/j.ijcci.2021.100274
DO - 10.1016/j.ijcci.2021.100274
M3 - Article
AN - SCOPUS:85102656549
SN - 2212-8689
VL - 28
SP - 1
EP - 10
JO - International Journal of Child-Computer Interaction
JF - International Journal of Child-Computer Interaction
M1 - 100274
ER -