Game jams in general formal education

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorAurava, Riikkaen_US
dc.contributor.authorMeriläinen, Mikkoen_US
dc.contributor.authorKankainen, Villeen_US
dc.contributor.authorStenros, Jaakkoen_US
dc.contributor.departmentDepartment of Mediaen
dc.contributor.organizationTampere Universityen_US
dc.date.accessioned2022-01-13T09:41:51Z
dc.date.available2022-01-13T09:41:51Z
dc.date.issued2021-03-02en_US
dc.descriptionFunding 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
dc.description.abstractThis 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.en
dc.description.versionPeer revieweden
dc.format.extent10
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationAurava, R, Meriläinen, M, Kankainen, V & Stenros, J 2021, 'Game jams in general formal education', International Journal of Child-Computer Interaction, vol. 28, 100274, pp. 1-10. https://doi.org/10.1016/j.ijcci.2021.100274en
dc.identifier.doi10.1016/j.ijcci.2021.100274en_US
dc.identifier.issn2212-8689
dc.identifier.issn2212-8697
dc.identifier.otherPURE UUID: ea14a77b-a794-4449-a72b-0ea0e6419cecen_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/ea14a77b-a794-4449-a72b-0ea0e6419cecen_US
dc.identifier.otherPURE LINK: http://www.scopus.com/inward/record.url?scp=85102656549&partnerID=8YFLogxK
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/78106023/game_jams_in_general.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/112288
dc.identifier.urnURN:NBN:fi:aalto-202201131195
dc.language.isoenen
dc.publisherElsevier
dc.relation.ispartofseriesInternational Journal of Child-Computer Interactionen
dc.relation.ispartofseriesVolume 28, pp. 1-10en
dc.rightsopenAccessen
dc.subject.keywordAdolescentsen_US
dc.subject.keywordCo-creationen_US
dc.subject.keywordCollaborative learningen_US
dc.subject.keywordFormal educationen_US
dc.subject.keywordGame jamen_US
dc.subject.keywordPlayful learningen_US
dc.titleGame jams in general formal educationen
dc.typeA1 Alkuperäisartikkeli tieteellisessä aikakauslehdessäfi
dc.type.versionpublishedVersion

Files