2024
Aurava, Riikka
Game Jamming in Schools: Affordances of Game Jam Events in General Formal Education PhD Thesis
2024, ISBN: 978-952-03-3690-5.
Abstract | Links | Tags: Affordance, Education, Game jam, Game jam organizers
@phdthesis{nokey,
title = {Game Jamming in Schools: Affordances of Game Jam Events in General Formal Education},
author = {Riikka Aurava},
url = {https://urn.fi/URN:ISBN:978-952-03-3691-2},
isbn = {978-952-03-3690-5},
year = {2024},
date = {2024-12-17},
journal = {Tampere University Dissertations},
publisher = {Tampere University},
abstract = {Educational systems worldwide aim to further the so-called 21st century or futureoriented
competence. This competence consists of knowledge and skills deemed
necessary in the constantly changing world and working life, as well as the capability
and will to use the skills and knowledge. Several facets of the 21st century
competence, like creativity, adaptability, and learning-to-learn skills that do not
directly belong to any specific school subject or discipline, have been noted as hard
to teach in general formal education.
Games and game culture have become increasingly ubiquitous. For several people,
and for most adolescents, games are an everyday pastime. With the rise of playing
games, making games as a hobby has proliferated. Game jam events, where people
gather to create games together, have grown in popularity since the first recorded
game jam event in 2002. Research on game jamming shows learning to be a
significant motivation to participate in game jams and an important outcome for
most game jam participants. Research further connects these learning outcomes with
several areas of 21st century competence, although the results have mainly been
tentative and preliminary, and the studied game jams have mainly been organised
outside of general formal education, with mostly adult informants.
This dissertation studies game jam events organised as part of general formal
education. The work presents an iterative, hermeneutic educational design research
project that yields 1) theoretical understanding of game jam events in school use and
2) a practical product, a guideline for organising game jam events as part of general
formal education, in schools, and for the purposes of learning and teaching. The
research was carried out in Finland, and the three main iterations of the design,
school-related game jam events, were organised in general upper secondary schools
for students 16 to 19 years old. The study uses mainly qualitative methods: open
ended surveys, interviews, and observations of game jam events. The informants are
teachers from all educational levels and students at general upper secondary schools.
The findings show that 1) game jam learning belongs to the social constructivist and
constructionist pedagogical continuum, 2) game jam events fit schools best when the
school practicalities are flexible enough to organise project-based and integrated
learning, 3) game jam participation is likely to further 21st century competence, 4)
school-related game jam events differ from game jam events organised for general
audience, mainly due to participants’ and organisers’ underlying roles as students and
teachers, and 5) game jam events are needed in schools not only because they
promote 21st century competence but because they can promote equality and
democracy, and because they offer a pedagogically valid method for learning about
games and game culture.
The findings reveal a profound problem in the Finnish educational system, likely
similar in other educational systems. Organising game jam events in schools faces
the same obstacles as most project-based, learner-centred, and integrated learning.
The system is built on a clear distinction between school subjects, and several school
practices like classes and timetables are dependent on this division. The more rigid
these practices are, the more difficult it is to organise anything else than subjectspecific,
teacher-led learning. This, with the lack of resources, the overemphasised
importance of grades, and the curricular overload, explains in part why 21st century
competence is so hard to further in formal education.},
keywords = {Affordance, Education, Game jam, Game jam organizers},
pubstate = {published},
tppubtype = {phdthesis}
}
Educational systems worldwide aim to further the so-called 21st century or futureoriented
competence. This competence consists of knowledge and skills deemed
necessary in the constantly changing world and working life, as well as the capability
and will to use the skills and knowledge. Several facets of the 21st century
competence, like creativity, adaptability, and learning-to-learn skills that do not
directly belong to any specific school subject or discipline, have been noted as hard
to teach in general formal education.
Games and game culture have become increasingly ubiquitous. For several people,
and for most adolescents, games are an everyday pastime. With the rise of playing
games, making games as a hobby has proliferated. Game jam events, where people
gather to create games together, have grown in popularity since the first recorded
game jam event in 2002. Research on game jamming shows learning to be a
significant motivation to participate in game jams and an important outcome for
most game jam participants. Research further connects these learning outcomes with
several areas of 21st century competence, although the results have mainly been
tentative and preliminary, and the studied game jams have mainly been organised
outside of general formal education, with mostly adult informants.
This dissertation studies game jam events organised as part of general formal
education. The work presents an iterative, hermeneutic educational design research
project that yields 1) theoretical understanding of game jam events in school use and
2) a practical product, a guideline for organising game jam events as part of general
formal education, in schools, and for the purposes of learning and teaching. The
research was carried out in Finland, and the three main iterations of the design,
school-related game jam events, were organised in general upper secondary schools
for students 16 to 19 years old. The study uses mainly qualitative methods: open
ended surveys, interviews, and observations of game jam events. The informants are
teachers from all educational levels and students at general upper secondary schools.
The findings show that 1) game jam learning belongs to the social constructivist and
constructionist pedagogical continuum, 2) game jam events fit schools best when the
school practicalities are flexible enough to organise project-based and integrated
learning, 3) game jam participation is likely to further 21st century competence, 4)
school-related game jam events differ from game jam events organised for general
audience, mainly due to participants’ and organisers’ underlying roles as students and
teachers, and 5) game jam events are needed in schools not only because they
promote 21st century competence but because they can promote equality and
democracy, and because they offer a pedagogically valid method for learning about
games and game culture.
The findings reveal a profound problem in the Finnish educational system, likely
similar in other educational systems. Organising game jam events in schools faces
the same obstacles as most project-based, learner-centred, and integrated learning.
The system is built on a clear distinction between school subjects, and several school
practices like classes and timetables are dependent on this division. The more rigid
these practices are, the more difficult it is to organise anything else than subjectspecific,
teacher-led learning. This, with the lack of resources, the overemphasised
importance of grades, and the curricular overload, explains in part why 21st century
competence is so hard to further in formal education.
competence. This competence consists of knowledge and skills deemed
necessary in the constantly changing world and working life, as well as the capability
and will to use the skills and knowledge. Several facets of the 21st century
competence, like creativity, adaptability, and learning-to-learn skills that do not
directly belong to any specific school subject or discipline, have been noted as hard
to teach in general formal education.
Games and game culture have become increasingly ubiquitous. For several people,
and for most adolescents, games are an everyday pastime. With the rise of playing
games, making games as a hobby has proliferated. Game jam events, where people
gather to create games together, have grown in popularity since the first recorded
game jam event in 2002. Research on game jamming shows learning to be a
significant motivation to participate in game jams and an important outcome for
most game jam participants. Research further connects these learning outcomes with
several areas of 21st century competence, although the results have mainly been
tentative and preliminary, and the studied game jams have mainly been organised
outside of general formal education, with mostly adult informants.
This dissertation studies game jam events organised as part of general formal
education. The work presents an iterative, hermeneutic educational design research
project that yields 1) theoretical understanding of game jam events in school use and
2) a practical product, a guideline for organising game jam events as part of general
formal education, in schools, and for the purposes of learning and teaching. The
research was carried out in Finland, and the three main iterations of the design,
school-related game jam events, were organised in general upper secondary schools
for students 16 to 19 years old. The study uses mainly qualitative methods: open
ended surveys, interviews, and observations of game jam events. The informants are
teachers from all educational levels and students at general upper secondary schools.
The findings show that 1) game jam learning belongs to the social constructivist and
constructionist pedagogical continuum, 2) game jam events fit schools best when the
school practicalities are flexible enough to organise project-based and integrated
learning, 3) game jam participation is likely to further 21st century competence, 4)
school-related game jam events differ from game jam events organised for general
audience, mainly due to participants’ and organisers’ underlying roles as students and
teachers, and 5) game jam events are needed in schools not only because they
promote 21st century competence but because they can promote equality and
democracy, and because they offer a pedagogically valid method for learning about
games and game culture.
The findings reveal a profound problem in the Finnish educational system, likely
similar in other educational systems. Organising game jam events in schools faces
the same obstacles as most project-based, learner-centred, and integrated learning.
The system is built on a clear distinction between school subjects, and several school
practices like classes and timetables are dependent on this division. The more rigid
these practices are, the more difficult it is to organise anything else than subjectspecific,
teacher-led learning. This, with the lack of resources, the overemphasised
importance of grades, and the curricular overload, explains in part why 21st century
competence is so hard to further in formal education.
2023
Ruotsalainen, Maria; Meriläinen, Mikko
Young Video Game Players’ Self-identified Toxic Gaming Behaviour: An Interview Study Journal Article
In: Eludamos: Journal for Computer Game Culture, vol. 14, iss. 1, pp. 147–173, 2023.
Abstract | Links | Tags: Affect, Affordance, Toxic behaviour, Video gaming, Young people
@article{Ruotsalainen2023,
title = {Young Video Game Players’ Self-identified Toxic Gaming Behaviour: An Interview Study},
author = {Maria Ruotsalainen and Mikko Meriläinen},
url = {https://doi.org/10.7557/23.7270
https://eludamos.org/index.php/eludamos/article/view/7270 },
doi = {10.7557/23.7270},
year = {2023},
date = {2023-12-14},
urldate = {2023-12-14},
journal = {Eludamos: Journal for Computer Game Culture},
volume = {14},
issue = {1},
pages = {147–173},
abstract = {In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming.},
keywords = {Affect, Affordance, Toxic behaviour, Video gaming, Young people},
pubstate = {published},
tppubtype = {article}
}
In this study we analyze negative behaviour in the context of digital gaming through interviews of players (N=12) aged 16–27 who self-reported as having behaved in a manner they acknowledged as toxic. Through thematic analysis of the interviews, we highlight three central themes: Games as affective spaces; affordances and norms facilitating negative behaviours; and players’ navigation of negative behaviours. Our study demonstrates the situational and affective nature of negative behaviour and offers solutions for reducing it in gaming.
