Proceedings of the 29th International Academic Conference, Rome 2017
DOI: 10.20472/iac.2017.029.025
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Game-Centric Pedagogy and Curriculums in Higher Education

Abstract: This paper examines some recent trends in game-centric education for STEAM (science, technology, engineering, art and mathematics) fields, especially those that explore and promote collaboration among multiple disciplines. We discuss various multimodal design research activities that draw upon the applications and usage of popular technical hackathons and game design jams in educational environments. The intent of this work is to guide and inform new approaches to the core components of STEAM curriculums. Ga… Show more

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Cited by 2 publications
(6 citation statements)
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“…The potential for facilitating and supporting reflective practice via game jams in an educational context is acknowledged by several researchers, including for example (Murray et al, 2017;Lassheikki, 2019;Meriläinen, 2019;Aurava et al, 2021). The topic of learning in game jams is also connected to pedagogical traditions which are already established and well-researched: Informal learning, collaborative learning, learning by doing, game-making pedagogy (Merilainen et al, 2020), and project-based learning (Hrehovcsik et al, 2016).…”
Section: Learning By Doing Game Jamsmentioning
confidence: 99%
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“…The potential for facilitating and supporting reflective practice via game jams in an educational context is acknowledged by several researchers, including for example (Murray et al, 2017;Lassheikki, 2019;Meriläinen, 2019;Aurava et al, 2021). The topic of learning in game jams is also connected to pedagogical traditions which are already established and well-researched: Informal learning, collaborative learning, learning by doing, game-making pedagogy (Merilainen et al, 2020), and project-based learning (Hrehovcsik et al, 2016).…”
Section: Learning By Doing Game Jamsmentioning
confidence: 99%
“…]the process can promote broader design thinking skills and encourage a better appreciation of the typical understand-create-deliver flow process, which may be found in many different contexts. Other advantages can include the encouragement of critical thinking skills, the ability to safely tinker and experiment, and the empowerment to fail and start over" (Murray et al, 2017).…”
Section: Learning By Doing Game Jamsmentioning
confidence: 99%
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