The role of game jams in developing informal learning of computational thinking: a cross-european case study
Autor: | Christian Schindler, Helen Boulton, Anja Petri, María Eugenia Beltrán, Bernadette Spieler, Wolfgang Slany |
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Jazyk: | angličtina |
Rok vydání: | 2018 |
Předmět: |
FOS: Computer and information sciences
Knowledge management business.industry Learning environment Computational thinking Computer Science - Human-Computer Interaction Public relations Informal learning Human-Computer Interaction (cs.HC) Computer Science - Computers and Society Political science Computers and Society (cs.CY) Social exclusion Mobile technology business Dissemination Formal learning Theme (narrative) |
Popis: | This paper will present a cross-European experience of game jams as part of a Horizon 2020 funded project: No-one Left Behind (NOLB). The NOLB project was created to unlock inclusive gaming creation and experiences in formal learning situations from primary to secondary level, particularly for children at risk of social exclusion. The project has engendered the concept of game jams, events organised with the aim of designing and creating small games in a short time-frame around a central theme. Game jams can support engagement with informal learning beyond schools across a range of disciplines, resulting in an exciting experience associated with strong, positive emotions which can significantly support learning goals. This paper will disseminate experience of two cross-European game jams; the first a pilot and the second having over 95 submissions from countries across Europe, America, Canada, Egypt, the Philippians and India. Data collected through these games jams supports that coding, designing, reflection, analysing, creating, debugging, persevering and application, as well as developing computational thinking concepts such as decomposition, using patterns, abstraction and evaluation. The notion of game jams provides a paradigm for creating both formal and informal learning experiences such as directed learning experience, problem-solving, hands-on projects, working collaboratively, and creative invention, within a learner-centred learning environment where children are creators of their own knowledge and learning material. 10 pages, 4 figures, 2 tables, EduLearn 2016 |
Databáze: | OpenAIRE |
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