CYHCMay 11, 2018

The role of game jams in developing informal learning of computational thinking: a cross-european case study

arXiv:1805.04458v26 citations
Originality Synthesis-oriented
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This addresses inclusive education challenges for children in Europe and beyond, though it is incremental in applying existing game jam concepts to computational thinking.

The paper examines game jams as a tool for fostering informal learning of computational thinking in children, particularly those at risk of social exclusion, reporting over 95 submissions from multiple countries and supporting the development of skills like coding and abstraction.

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.

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