An International Study on Learning and Process Choices in the Global Game Jam

Author:

Arya Ali1,Chastine Jeff2,Preston Jon3,Fowler Allan4

Affiliation:

1. School of Information Technology, Carleton University, Ottawa, ON, Canada

2. Southern Polytechnic State University, Marietta, GA, USA

3. School of Computing and Software Engineering, Southern Polytechnic State University, Marietta, GA, USA

4. Waiariki Institute of Technology, Rotorua, New Zealand

Abstract

This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their motivations, studying the effectiveness of GGJ as a learning and community-building experience, and understanding the process used by GGJ participants to make a computer game in extremely limited time. The survey was done in two phases: pre-jam and post-jam. Collectively, the information in this survey can be used to (1) plan different learning experiences, (2) revise the development process for professional and academic projects, and (3) provide additional elements to game jams or change their structures based on the participants' comments to make them more fruitful.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Reference35 articles.

1. Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1). Retrieved November 17, 2011, from http://www.gamestudies.org/0101/editorial.html

2. Adams, E. (2002). Technology inspires creativity: Indie game jam inverts dogma 2001! Gamasutra. Retrieved August 7, 2012, from http://www.gamasutra.com/view/feature/2989/technology_inspires_creativity_.php

3. Collaborative Strategic Board Games as a Site for Distributed Computational Thinking

4. Targeting Motivation—Adapting Flow Theory to Instructional Design

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