Game Jams for Learning and Teaching
Loading...
Access rights
openAccess
URL
Journal Title
Journal ISSN
Volume Title
A2 Katsausartikkeli tieteellisessä aikakauslehdessä
This publication is imported from Aalto University research portal.
View publication in the Research portal (opens in new window)
View/Open full text file from the Research portal (opens in new window)
View publication in the Research portal (opens in new window)
View/Open full text file from the Research portal (opens in new window)
Date
2020
Department
Major/Subject
Mcode
Degree programme
Language
en
Pages
18
54-71
54-71
Series
INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, Volume 10, issue 2
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.Description
Keywords
Co-Creation, Collaborative Learning, Design Research, Game Creation, Game Development, Game Studies, Multidisciplinary Approach, Pedagogy, STEAM Skills
Other note
Citation
Merilainen , M , Aurava , R , Annakaisa , K & Stenros , J 2020 , ' Game Jams for Learning and Teaching : A Review ' , INTERNATIONAL JOURNAL OF GAME-BASED LEARNING , vol. 10 , no. 2 , pp. 54-71 . https://doi.org/10.4018/IJGBL.2020040104