2021
Aurava, Riikka; Meriläinen, Mikko
Expectations and Realities: Examining Adolescent Students' Game Jam Experiences Journal Article
In: Education and Information Technologies, vol. Pre-print, 2021, ISBN: 1360-2357.
Abstract | Links | Tags: Adolescents, Co-creation, Creativity, Game jam, Gender inclusivity, STEAM learning
@article{Aurava2021,
title = {Expectations and Realities: Examining Adolescent Students' Game Jam Experiences},
author = {Riikka Aurava and Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202110277858
},
doi = {10.1007/s10639-021-10782-y},
isbn = {1360-2357},
year = {2021},
date = {2021-10-25},
journal = {Education and Information Technologies},
volume = {Pre-print},
abstract = {This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N=34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated voluntarily, learning has been reported as an important motivation.
The existing literature mostly concentrates on game jams for adults, and informal or non-formal learning. This article is adding to the literature by examining learning in formal education for adolescents. As part of our research, we have organised game jams in formal general education, and this article is based on the pre-event and post-event surveys of three game jam events. The article maps 1) the motivations to attend a school related game jam, 2) the expectations and apprehensions the would-be participants have, 3) what kind of learning game jams promote, and 4) how does attending a game jam afect participants’ attitudes and apprehensions regarding learning, STEAM and information technology, and their own skills. Our results indicate the creative side of digital game making, desire to learn new skills and make new friends to be the main motivations for participation, and the lack of confidence in technical skills to cause most anxiety before the jam event. The efects of attending a game jam are mostly positive, with the participants reporting learning experiences in several soft and technical skills and increased motivation to
take part in creative and co-creative projects. A gendered result can be seen in the participants’ altered stance on technology and programming: girls and non-binary students report technology and programming being easier and more fun than they had thought before attending a game jam event, which is well in line with previous research on STEM/STEAM education and gender.
},
keywords = {Adolescents, Co-creation, Creativity, Game jam, Gender inclusivity, STEAM learning},
pubstate = {published},
tppubtype = {article}
}
The existing literature mostly concentrates on game jams for adults, and informal or non-formal learning. This article is adding to the literature by examining learning in formal education for adolescents. As part of our research, we have organised game jams in formal general education, and this article is based on the pre-event and post-event surveys of three game jam events. The article maps 1) the motivations to attend a school related game jam, 2) the expectations and apprehensions the would-be participants have, 3) what kind of learning game jams promote, and 4) how does attending a game jam afect participants’ attitudes and apprehensions regarding learning, STEAM and information technology, and their own skills. Our results indicate the creative side of digital game making, desire to learn new skills and make new friends to be the main motivations for participation, and the lack of confidence in technical skills to cause most anxiety before the jam event. The efects of attending a game jam are mostly positive, with the participants reporting learning experiences in several soft and technical skills and increased motivation to
take part in creative and co-creative projects. A gendered result can be seen in the participants’ altered stance on technology and programming: girls and non-binary students report technology and programming being easier and more fun than they had thought before attending a game jam event, which is well in line with previous research on STEM/STEAM education and gender.
Aurava, Riikka; Meriläinen, Mikko; Kankainen, Ville; Stenros, Jaakko
Game Jams in General Formal Education Journal Article
In: International Journal of Child-Computer Interaction, vol. 28, 2021, ISSN: 2212-8689.
Abstract | Links | Tags: Adolescents, Co-creation, Collaborative learning, Formal education, Game jam, Playful learning
@article{Aurava2021b,
title = {Game Jams in General Formal Education},
author = {Riikka Aurava and Mikko Meriläinen and Ville Kankainen and Jaakko Stenros},
url = {https://urn.fi/URN:NBN:fi:tuni-202104142972
},
doi = {10.1016/j.ijcci.2021.100274},
issn = {2212-8689},
year = {2021},
date = {2021-06-01},
journal = {International Journal of Child-Computer Interaction},
volume = {28},
abstract = {This article summarizes 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.
},
keywords = {Adolescents, Co-creation, Collaborative learning, Formal education, Game jam, Playful learning},
pubstate = {published},
tppubtype = {article}
}
2020
Meriläinen, Mikko; Aurava, Riikka; Kultima, Annakaisa; Stenros, Jaakko
Game Jams for Learning and Teaching: A Review Journal Article
In: International Journal of Game-Based Learning, vol. 10, iss. 2, pp. 54-71, 2020, ISSN: 2155-6849.
Abstract | Links | Tags: Co-creation, Collaborative learning, Design research, Game creation, Game development, Game pedagogy, Game studies, Multidisciplinary, STEAM skills
@article{Meriläinen2020b,
title = {Game Jams for Learning and Teaching: A Review},
author = {Mikko Meriläinen and Riikka Aurava and Annakaisa Kultima and Jaakko Stenros},
url = {https://research.aalto.fi/en/publications/game-jams-for-learning-and-teaching-a-review},
doi = {10.4018/IJGBL.2020040104},
issn = {2155-6849},
year = {2020},
date = {2020-04-01},
journal = {International Journal of Game-Based Learning},
volume = {10},
issue = {2},
pages = {54-71},
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.},
keywords = {Co-creation, Collaborative learning, Design research, Game creation, Game development, Game pedagogy, Game studies, Multidisciplinary, STEAM skills},
pubstate = {published},
tppubtype = {article}
}
2018
Meriläinen, Mikko; Aurava, Riikka
Internal Barriers to Entry for First-time Participants in the Global Game Jam Proceedings Article
In: ECGBL 2018 PDF – Proceedings of the 12th European Conference on Game-Based Learning, pp. 414–421, Reading, 2018, ISSN: 20490992.
Abstract | Tags: Barriers to entry, Co-creation, Game jam, Game pedagogy, Hackathon, Learning
@inproceedings{Merilainen2018,
title = {Internal Barriers to Entry for First-time Participants in the Global Game Jam},
author = {Mikko Meriläinen and Riikka Aurava},
issn = {20490992},
year = {2018},
date = {2018-10-01},
urldate = {2018-01-01},
booktitle = {ECGBL 2018 PDF – Proceedings of the 12th European Conference on Game-Based Learning},
pages = {414–421},
address = {Reading},
abstract = {Game jams are a type of co-creation event, in which a game is created in a limited timeframe. They are attended for recreational as well as educational purposes and have gained popularity as a learning environment by combining elements of both informal and formal learning. Participation is typically voluntary, and external and internal issues can influence participation. In this paper internal barriers to entry are discussed based on interviews and observations from four first-time participants in the Global Game Jam, the world's largest on-site game jam event. Results suggest that participant expectations affect attendance. Identifying and acknowledging these expectations may help promote attendance.},
keywords = {Barriers to entry, Co-creation, Game jam, Game pedagogy, Hackathon, Learning},
pubstate = {published},
tppubtype = {inproceedings}
}