Game Jams for Learning and Teaching: A Review

Mikko Meriläinen, Riikka Aurava, Annakaisa Kultima, Jaakko Stenros
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引用次数: 31

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.
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《Game Jams for Learning and Teaching》综述
游戏jam是专注于创造的密集活动。近年来,他们的受欢迎程度和知名度都在飙升。这一现象引起了对教育和学习感兴趣的学者的注意,游戏jam的潜力也得到了各种各样的研究。越来越多的游戏jam被视为一个学习的场所。它们被视为培养数字游戏开发所需的技术技能的活动,培养所谓的软技能,如协作和沟通技能,以及教授和学习科学、技术、工程、艺术、数学(STEAM)技能的方式。本文将从多学科角度探讨游戏jam的教育层面。结合教育科学、设计研究和游戏研究,作者将游戏干扰置于这些学科的交叉点,探索其各种学习维度。这一定位为今后在学习和教学的背景下研究游戏干扰提供了一个起点,并邀请了不同研究领域的讨论。
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