Game jamming as a participatory design approach to foster adolescents’ digital competence

Author:

Kreuder Annika1ORCID,Frick Veit2ORCID,Schlittmeier Sabine J.3ORCID,Frick Ulrich4ORCID

Affiliation:

1. Work and Engineering Psychology, RWTH Aachen University, Deutschland and HSD Hochschule Döpfer, Deutschland

2. Alpen-Adria Universität, Deutschland

3. Work and Engineering Psychology, RWTH Aachen University, Deutschland

4. HSD Hochschule Döpfer, Deutschland

Funder

Bundesministerium für Bildung und Forschung (BMBF)

Publisher

ACM

Reference34 articles.

1. Internet use and Problematic Internet Use: a systematic review of longitudinal research trends in adolescence and emergent adulthood

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

3. Riikka Aurava and Kati Sormunen . 2023. Future-oriented skills and knowledge in game jams, a systematic literature review. Computers and Education Open 4, (December 2023 ), 100129. https://doi.org/10.1016/j.caeo.2023.100129 10.1016/j.caeo.2023.100129 Riikka Aurava and Kati Sormunen. 2023. Future-oriented skills and knowledge in game jams, a systematic literature review. Computers and Education Open 4, (December 2023), 100129. https://doi.org/10.1016/j.caeo.2023.100129

4. Irina Bogdanovskaya , Natalya Koroleva , and Anna Uglova . 2020 . Digital competence and information security in adolescents. In Digital competence and information security in adolescents, Saint-Petersburg, Russia, 63–72 . Retrieved June 12, 2023 from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85094120209&partnerID=40&md5=f93a3aa8dc6e64226cac30b479d70412 Irina Bogdanovskaya, Natalya Koroleva, and Anna Uglova. 2020. Digital competence and information security in adolescents. In Digital competence and information security in adolescents, Saint-Petersburg, Russia, 63–72. Retrieved June 12, 2023 from https://www.scopus.com/inward/record.uri?eid=2-s2.0-85094120209&partnerID=40&md5=f93a3aa8dc6e64226cac30b479d70412

5. 5tephanie Carretero, Riina Vuorikari , and Yves Punie . 2017. DigComp 2.1 : The Digital Competence Framework for Citizens. With eight proficiency levels and examples of use . Publications Office of the European Union . ( 2017 ). https://doi.org/10.2760/38842 10.2760/38842 5tephanie Carretero, Riina Vuorikari, and Yves Punie. 2017. DigComp 2.1: The Digital Competence Framework for Citizens. With eight proficiency levels and examples of use. Publications Office of the European Union. (2017). https://doi.org/10.2760/38842

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