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A R T I C L E I N F O A B S T R A C T
Keywords: Game jams, events for co-creating digital or non-digital games, are connected to learning in several ways: learning
Cooperative / collaborative learning is a common motivation for participation and various learning results have been reported as their outcome. The
Games existing literature on game jam learning consists mostly of descriptive individual case studies, with very inco
Game jam
hesive and varied research aims, methods, and settings. Thus far, there have been no attempts to further analyze
Interdisciplinary projects
21st-century abilities
and classify the reported results of the previous studies. This article looks at existing research on game jams and
learning, comparing the reported learning results to the future-oriented skills and knowledge. The data set, created
utilizing the PRISMA checklist, consists of 25 original articles published between 2010 and 2022. The results
show that participation in a game jam event will likely increase interdisciplinary, epistemic, and procedural
knowledge. Furthermore, it can increase disciplinary knowledge depending on the theme and other framings of
the event. Participation in a game jam event will likely further cognitive and metacognitive skills as well as social
and emotional skills, provided the jam event is organized to create a safe and inclusive space for learning.
Participation in a game jam will also likely further diverse practical and physical skills, but the adoption of these
skills varies depending on individuals’ tasks inside their team. ICT-related skills are furthered in jam events
concentrating on digital games and can be supported when making non-digital games. Thus, game jams offer a
well-suited method for learning future-oriented skills and knowledge.
* Corresponding author.
E-mail addresses: riikka.aurava@tuni.fi (R. Aurava), kati.sormunen@helsinki.fi (K. Sormunen).
https://doi.org/10.1016/j.caeo.2023.100129
Received 30 December 2021; Received in revised form 22 November 2022; Accepted 3 February 2023
Available online 5 February 2023
2666-5573/© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
R. Aurava and K. Sormunen Computers and Education Open 4 (2023) 100129
articulate the types of future-oriented competencies, knowledge, skills, epistemic, and procedural knowledge can be identified from game jam
attitudes, and values students need to learn individually and collectively studies?
to be used at multiple levels, from learners to policymakers. However, its Q2: What kind of learning of cognitive and metacognitive, social and
main emphasis is on learning transformative competencies such as emotional, and practical and physical skills can be identified from game
creating new value, reconciling tensions and dilemmas, and taking jam studies?
responsibility.
Transformative competencies can be learned using interdisciplinary 2. Methods and data
learning methods. At school, interdisciplinary learning can be facilitated
by collaborative and process-oriented methods such as collaborative 2.1. Methods
knowledge building and creation [19,20], digital fabrication ([21];
Kafai [22]), and maker-centered learning [23], phenomenon-based We conducted a systematic literature review (see [42–45]) of orig
learning [24], project-based learning [25] and STEM/STEAM peda inal articles describing learning of future-oriented skills in game jams.
gogies [26]. These orientations have been acknowledged as beneficial The review process consists of selecting, identifying, and synthesizing
because students can practice transferring knowledge and skills to the primary research studies (Gough et al., [43]).
similar or different situations, which is often more difficult, especially
for younger students. 2.1.1. Selection and identification of original studies
Similarly, interdisciplinary learning is realized when students are In selecting and identifying the relevant literature, we utilized the
making their own games. Game-based learning connects with such 27-item checklist of PRISMA guidelines and a four-phase flow diagram
pedagogical paradigms as experiential learning [27], learning by doing [46]. The search and selection process of this study is presented in Fig. 1,
[28], situated learning [29], authentic learning [30,31], and con below.
structionism [32–34]. However, the game design opportunities are often To be included, the articles needed to fill six criteria.
available only for enthusiastic children and youth in out of school Criteria 1: Study published between 2010 and 2022 in English.
contexts. For example, game jam events are one way of realizing game Criteria 2: Study peer-reviewed and published in an academic jour
design and game making, and they are defined by teamwork, time limits, nal or conference proceedings.
and shared end results. Criteria 3: Study is empirical (leaving out, e.g., literature reviews and
Game jams are events where people gather to design games together reflections of game jam organizers)
(see [35]). The duration of the events varies, with 24- or 48-hour jams Criteria 4: Study discusses learning outcomes or experiences of
dominating the scene of face-to-face events and online game jams being learning in game jams (leaving out, e.g., learning as a motivation to
typically longer, from a couple of days to a couple of months. Game participate in a game jam)
design in jam events is generally defined by further restrictions, such as a Criteria 5: Study reports data collection and analyzing methods.
common theme or tools. The history of game jamming is relatively short, Criteria 6: Study includes well-articulated results (leaving out, e.g.,
with the first game jam event, Indie Game Jam, recorded in 2002 [35]. preliminary results) and sufficiently described learning outcomes.
The most popular annual jam event, Global Game Jam (GGJ), draws We searched electronic databases Scopus and ERIC with the term
participants from over 100 countries [36] and profoundly affects both “game jam*” since 2010, against article titles, abstracts, and keywords.
game jam practices and research: nearly half of the articles included in The term was selected because it is a specific, established term in the
this study focus on Global Game Jam. Game jams are sometimes used to field of game design studies and game-based education. Searches on
initiate new game developers and students of game design to game Scopus (February 17th, 2021; March 2nd, 2022) produced 139 and 31
making, teamwork, and cooperation. However, they are more often hits, and ERIC (February 18th, 2021; March 2nd, 2022) 5 and 0. The
open events for all interested, and participants are voluntary hobbyists. resulting hits were mainly the same in both databases. Another, sup
Several studies show that learning is a significant motivation to plementing round of gathering articles was done based on earlier review
attend a game jam (e.g., [37–39]). Game jams have been described as article on game jams and learning [41] and the Proceedings of the In
fun and engaging but learning gains have also been found (e.g. Reng ternational Conference on Game Jams, Hackathons, and Game Creation
et al., [40]). An earlier literature review on game jams and learning [41] Events (ICGJ) from years 2016–2021, and its predecessors: Proceedings
took a broader view to game jam learning than ours, and different in of the 2015 Workshop on Game Jams, Hackathons and Game Creation
clusion criteria, including also preliminary results, and other learning Events at, International Conference on the Foundations of Digital Games
related issues than just learning results, e.g., learning as a motivation to (FDG) 2015, Second Workshop on the Global Game Jam at FDG 2014,
attend a game jam. The earlier review shows that there are positive yet and The Inaugural Workshop on the Global Game Jam at FDG 2013. The
tentative results on learning outcomes from game jams. In this article, supplementing round returned mostly the same articles as the search of
we are concentrating on the learning areas often coined with 21st cen databases, with fourteen additional articles found. After cleaning the
tury competencies, or future-oriented learning, and combining the duplicates, we were left with 163 results.
learning results reported in various original empirical studies to achieve The first author screened the articles, based on titles and abstracts. In
a rigorous understanding of game jam learning. More clearly defined this phase, articles were excluded if they did not discuss learning aspects
and described learning results grounded in empirical studies will help of game jams. 72 included articles were then screened by the first and
educators and policy makers find and choose learning methods relevant second author, after reading the full texts independently and then dis
to them. cussing the reasons for exclusion. 25 articles were included in the final
In this paper, we examine existing literature on educational game selection. During the process, we exploited the authors’ expertise areas:
jam learning. The purpose of this systematic literature review (see The first author’s expertise in educational game jam research was used
[42–44]) is to identify what kind of future-oriented knowledge and skills in the initial stage. The second author’s expertise in process-oriented
are learned in game jams. We acknowledge that identifying the learning learning methods and future-oriented pedagogies was beneficial from
of specific knowledge and skills has proven difficult in the research and the second phase further.
it is often difficult to measure or separate in practice because they are
interconnected and develop together. Our work provides foundational 2.1.2. Synthesis of original studies
knowledge for researchers, policy-makers, and educators interested in The synthesis of the original articles consists of
integrating game jamming into education. The research is driven by the
following research questions. 1 mapping the attributes of the studies in subchapter 2.2 of this article
Q1: What kind of learning of disciplinary, interdisciplinary, and
2
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Fig. 1. Diagram of the screening process, showing how the studies were selected from the initial database search to the final included studies.
2 comparing the reported learning results against the chosen frame only a few (n = 5) focused on adolescents. Some of the articles (n = 6)
work (see Gough et al., 2017; [43]) of future-oriented competencies, had both adults and adolescents in their participants, and in one article
knowledge, skills, and attitudes [17] in chapter 3 of this article. [47] the age of the participants was not mentioned at all. Young children
were not in the main participant groups, as the adolescents in the studies
Apart from mapping the game jam settings and research settings and were mostly elementary or high school students. In one study [48], the
objectives of the original articles, our synthesis is qualitative and participating adults sometimes mentioned having cooperated in the jam
descriptive, as the original research is varied and does not allow for a event with their own children, but the children were not informants of
statistical meta-analysis (see [45]). The synthesis is also interpretative, that study.
as the original studies do not always differentiate between learning re Most game jam settings (n = 15) of the studies can be considered
sults, e. g. competencies and skills. Furthermore, there is variety in the informal learning environments: Global Game Jam (GGJ) and other
terms used for future-oriented and 21st-century competencies and skills game jam events, and after school activities organized in summer camps
as well as in the research traditions of the original studies, which were or in youth centers. As the GGJ is the biggest jam event, several studies
published in journals concentrating on e. g. education, information (n = 9) concentrated on GGJ participants, which is likely to grow the
technology, social studies, and game studies. proportion of adult participants (GGJ has age restriction of 18 years),
informal learning environments and 48-hour long jams. Formal learning
environments were scarce: some articles (n = 6) studied learning in high
2.2. Attributes of the studies
school or university level game jam courses for students, and one [49]
concentrated on in-service teacher training. Additionally, four articles
2.2.1. Participants and game jam settings of the studies
studied the effects of several different game jam settings, both formal
Most of the articles concentrated on adults’ learning (n = 13) while
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The data was analyzed by comparing the results of the studies using
reread the article together, finding a mutual understanding (see [70]).
the classification from the Learning Compass 2030 [17] to identify the
The results of our data analysis are described further in chapter 3 of this
areas of the future-oriented knowledge and skills which can be sup
article, and can be found as a table in Appendix A.
ported or enhanced via game jamming. Table 3 summarizes four areas of
We have also utilized keyword co-occurrence analysis [71,72] to
knowledge and three skills recognized in the OECD’s Learning Compass
discern which areas of learning are connected in the data. A visualiza
2030. The areas are discussed further in the result section.
tion of the most common keywords and their co-occurrence in the
In the analysis process, both authors read and interpreted the results
original articles is in Fig. 2, Chapter 3.2, and it has mostly been used to
individually, classifying them separately. We then discussed our in
clarify the relations of disciplinary and interdisciplinary knowledge in
terpretations, and when we had not come to the same conclusions, we
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R. Aurava and K. Sormunen Computers and Education Open 4 (2023) 100129
Table 3
The summary of future-oriented knowledge and skills (OECD Learning compass 2030, 2019).
Types of knowledge
Fig. 2. Keyword network of game jams and learning. Keywords’ proximity to one another shows their relatedness, whereas the size of the nodes on the map shows
keyword frequency.
future-oriented skills, as they concentrated more on the construction of 3.1.1. Cognitive and metacognitive skills
knowledge. While cognitive and metacognitive skills and social and Cognitive and meta-cognitive skills are essential for learning. Cognitive
emotional skills are furthered by being part of a team, the practical and skills consist of verbal, non-verbal and higher order thinking skills that
physical skills are more closely tied to the tasks every individual is are needed when using language, numbers, and digital technologies, as
taking inside of their teams. Thus, the first two areas are more commonly well as reasoning and acquiring knowledge [17]. However, the ability to
distributed, while the specific technical or artistic skills are more varied. use metacognitive skills, such as critical and creative thinking and
self-regulation, will become even more important in the future.
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Table 5
Future-oriented knowledge in game jams.
Future-oriented knowledge in game jam research
3.2.1. Interdisciplinary knowledge overall picture of what disciplines are often connected in educational
Students need interdisciplinary knowledge for connecting learned game jams. The network visualization (Fig. 2, below) depicts that ‘game
knowledge across different disciplines. It can be organized and facili jam’ (n = 17) was the most used keyword, as is expected regarding our
tated by using different methods such as phenomenon-based learning or data set. It was strongly connected to other keywords (2 to 4 occurrences
project-based learning [17]. Game making, and thus also game jams, are each) whilst ‘serious games’ (n = 2) had only a connection to ‘game jam’.
interdisciplinary by nature. Several areas of expertise must be combined The following interdisciplinary orientations can be seen in the data:
to produce a game. The articles we studied rarely mention pedagogical ‘games’, ‘game design’, ‘game development’ and learning (in red), are
methods and elaborate on them even less. Project-based learning, in most closely linked with ‘Global Game Jam’ research. When the research
relation with interdisciplinary knowledge, gets mentioned in three concentrates on other game jams, the focus is more on ‘education’,
articles. ‘pedagogy’ and ‘STEM’ or ‘STEAM’ orientations or ‘design’ in general (in
It could be argued that game jam participation produces interdisci green). The occurrence of STE(A)M orientation is natural especially in
plinary knowledge. This was also prevalent in the articles we reviewed. compulsory education, as the collaborative and process-oriented
Arya et al. [37] state that "because game development requires a het methods are emphasized in the future-oriented frameworks (e.g., [15,
erogeneous set of skills, GGJs are naturally cross-disciplinary and can 17]). However, the co-occurrence analysis revealed that ‘collaborative
enable designers and developers to interact with those of different learning’ and ‘co-creation’ was closely connected to studies dealing with
backgrounds (as they would in industry)", and the teachers surveyed by ‘creativity’ with ‘adolescents’ (in blue).
Aurava et al. [49] recognized game jams as innately interdisciplinary
methods of teaching and learning. They suggest that school related game 3.2.3. Epistemic knowledge
jams would be easiest to organize as special multidisciplinary learning In such thematic learning projects, where students need to apply
modules, as the everyday routines of schools and subject-specific time knowledge in different situations in collaboration with others, they
tables often hinder adoption of cross- or multidisciplinary methods. practice epistemic knowledge. Epistemic knowledge is about connecting
Game jam teams can also be described as multidisciplinary, with par learning to real life situations where students can practice how to think
ticipants with different sets of skills [55]. and act like a practitioner and at the same time recognize the relevance
and purpose of their learning. In such co-creation events students’
3.2.2. Disciplinary knowledge learning is guided by a problem or task that needs to be solved [17].
Disciplinary knowledge is a fundamental component of understanding. Game jamming, when used in vocational education or in the purpose of
It is also a foundational structure through which students can develop learning game design skills, is essentially teaching epistemic knowledge:
their knowledge further, also to the other types of knowledge [17]. to think and act like a game industry professional (n = 4, see Appendix
Disciplinary knowledge in game jams was most often connected to A).
vocational studies in game design, where learning the process of making Even when the goal of jam participation is not specified, game jams
games is essential (n = 9). can foster epistemic learning. In the Sámi Game Jam, the young par
Several other kinds of disciplinary knowledge can be enhanced in the ticipants learned to respect their own culture, and their identity
jam event, should the learning content be included in the jam setting. In strengthened, connecting the learning to their everyday issues, and
the articles we reviewed, such learning content was introduced in sci making the learning relevant [61]. The first-time game jam participants
ence, foreign languages, chemistry, and math [54]; chemical engineer [63] learned to identify and appreciate their own skills, and to utilize
ing [56]; programming concepts [51], computing, programming or their skills in jam activities. The students in international game jam
coding (n = 3); mental health [59]; history and contemporary every-day collaboration connected their jam experiences to the skills they would
lives of Sámi, Sámi languages, local culture and perspectives of locals need in professional careers later [65]. Preston et al. [66] report the
[61]; transcultural self-efficacy [64]; law and biology [65]; and neuro experienced game jammers using their existing contacts while game
science [50]. These learning contents were products of the event set jamming, thus connecting the game jam learning with their professional
tings, theme restrictions, and specific tasks given to participants. development.
To determine game jams’ learning areas, we looked at the author
keywords that were used in the publications and analyzed how they 3.2.4. Procedural knowledge
occur together in different articles. The conceptual idea is that the To succeed in problem-based tasks, students need to learn about
concepts behind these words are likely closely related. The analysis was different processes and methods which they can solve using learned
based on 93 keywords that appeared at least in 2 documents. Total of 16 knowledge, namely procedural knowledge. Some of it is subject-specific,
keywords met the threshold. Even though the data was small we got an but some can be used in different contexts and situations ([17]b).
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Making games is both process and problem-based learning, and as such, possible, but as societies and with them school systems evolve, learning
all game jam participation can be seen furthering procedural knowledge. of future-oriented skills could - and should - have their own allotted time
In the articles we reviewed, procedural knowledge was often reported as and place in schools.
a learning outcome.
Learning the game design process was mentioned by Arya et al. [37], 4.2. Research on game jam learning
Pollock et al. [50], Preston et al. [66], and Aurava and Meriläinen [52].
Another recurring theme was learning about more general time man Research on game jam learning, as on any game-based learning, is
agement: Faas et al. [48] talk about budgeting time, Kultima [60] about multi- and transdisciplinary in nature. It stands between pedagogical
workflow and time boxing, Savvani [67] about handling deadlines, and research and game research, which are both multidisciplinary in
Aurava and Meriläinen [52] about improved organisational skills. themselves. Researchers of game jam learning come from different sci
Meriläinen [63] mentions organizational skills, which could be inter entific traditions, and have varying research goals. Positioning research
preted as e.g., either time management or work division. Learning how on game-based learning is not easy, which shows in the publications
to delegate [60] or learning team management [67] can also be seen as analyzed in this article: it is not always clear where the research should
procedural knowledge. be published in order to reach the relevant audience. Furthermore, the
research field is young, and as far as we know, there are no established
4. Discussion international journals dedicated to game jam learning, and only one to
game based learning in general. For researchers, this means that they
4.1. Learning in game jams need to get their studies published in journals or conference proceedings
that do not specialize in the subject.
The learning or learning experiences discussed in the articles varied, With this in mind, it is perhaps a little surprising that the results of
as did the foci of the articles: while some discussed learning in general, the studies are very much in line. The overall learning results are good,
some focused on one aspect of learning, for example, social skills [38] or and a wide array of future-oriented skills and knowledge are furthered in
computer science and computational thinking [51]. Thus, when inter game jams. However, although the articles report learning or learning
preting the results of the articles, we need to clarify that the absence of experiences or ask research questions of learning in game jams, there is
some aspect of skill or knowledge does not mean that the game jam did significant lack of pedagogical methods. Most often the articles mention
not support that aspect - only that it was not reported in the original one or two methods but do not elaborate on them. Sometimes the
article, or in some cases, it was not backed up with data. pedagogical method is not even clarified, instead the authors refer to
Of the areas of future-oriented skills defined in OECD Learning pedagogical theorists like Piaget or Vygotsky. Although the pedagogical
Compass 2030, cognitive and metacognitive skills and social and emotional theories referred to in the articles varied, two main themes could be
skills can be supported by participating in a game jam. However, it needs to identified: 1) game jam learning is social, and 2) game jam learning is
be noted that furthering of social skills does not happen by itself just learning by doing.
because there is a jam event ([38]; see also [76]). Contreras-Espinosa Outside of the 25 articles analyzed in this study, the process of
and Eguia-Gomez [55] recommend using tutors to create a safe and screening and excluding game jam learning related articles from the
free space for participants, and Meriläinen [63] stresses the importance data set gave a detailed look at the research field of game jam learning. It
of creating a comfortable, communal atmosphere, which is essential is dominated by case studies and preliminary results, and most of the
especially for first-time jammers’ social interactions during the jam. The articles are short conference papers. The researchers of game jams and
furthering of the third area of future-oriented skills, practical and physical learning are most often game researchers, and only a few of them have a
skills, depends on the setting of the game jam event and the tools used. These background in educational studies. Thus, the pedagogical theories are
skills are also participant-specific, because the team members practice not used as thoroughly as they could be, and ‘learning’ is often reported
different skills based on their individual roles. but not specified. This observation is in line with previous literature
Of the future-oriented knowledge areas, the interdisciplinary, concerning game-based pedagogy and pedagogical theories [77].
epistemic, and procedural knowledge are supported in game jamming, due to Another research gap in game based pedagogy in general is that
the problem based, collaborative methods innate to game jam events. existing literature has interpreted game-based pedagogy quite narrowly.
Preston et al. [66] found that participation in several game jams im The existing literature concentrates on games and their pedagogical
proves activeness and participation and positively affects academic principles as well as educational game design (e.g. [78–80]) or gamifi
achievements. When searching for interdisciplinary methods for edu cation of education (e.g. [81,82]), leaving out game design and game
cation, game jamming could thus offer an engaging framework to making as a learning process.
co-creation and structured peer collaboration.
To get a better understanding of if and how game jams could further 4.3. Generalizability, limitations, and future research directions
subject-specific disciplinary knowledge according to various curricula, we
need more research done in educational settings. Of the original articles in The 25 original articles in this study are extremely varied in their
our data set, less than half (n = 11) had a distinctly educational game approaches to game jams and learning. The jam settings themselves,
jam setting, and not all of these measured disciplinary learning. It is research questions, and methods in collecting and analyzing data, come
plausible that game jams can further also disciplinary learning from different research traditions. This has made our work interesting
depending on the theme and setting of the event, although there is no and has repercussions on the interpretations of the results. On the one
evidence of a game jam setting being more effective than any other hand, the results point to the same direction regardless of research
method of learning subject-specific knowledge (see also [64]). Game methods or game jam settings and demographics of the participants.
jams can be organized to support almost any skill or area of expertise. A This strengthens our impression that the results are very generalizable.
jam event can include several smaller activities, and the overall theme of On the other hand, the variety of methods and tradition poses a
the games could be related to any subject area. As game jam events are limitation to this study. The process of data gathering and screening
defined by restrictions, one restriction could be to use any given might look very mechanical from the outside, but that, as well as the
subject-specific knowledge in the designed games. However, we would analysis of the results, is an interpretation of the researchers. We are in a
like to promote the idea of Contreras-Espinosa and Eguia-Gomez [55], way interpreting interpretations, since the results of the original articles
who see game jams in formal school context as “a new pedagogical are also interpretations of their authors. This has been further compli
approach destined to promote new skills and practices”. Learning the cated by the multitude of methods in the original articles.
future-oriented skills within the traditional academic disciplines is Another limitation is that in this study we could not compare the
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R. Aurava and K. Sormunen Computers and Education Open 4 (2023) 100129
effectiveness of game jams as a space or method for learning to other methods: Funding
not to other game design approaches nor to more traditional methods.
Most of the original articles did not use control groups. Work of the first author has been funded by Academy of Finland,
In a literature review, it is always possible that some relevant orig grant number 312527. The funding source was not involved in the study
inal studies have not been found, or that the authors have discarded design.
some studies as not relevant. Furthermore, when examining studies as
varied as the ones in this review, we might have misinterpreted the re Declaration of Competing Interest
sults of original studies. There is always the limitation of bias - both the
possible researcher bias in the original articles and the possible bias of The authors declare the following financial interests/personal re
the authors of the review. We have tried to address this bias first by lationships which may be considered as potential competing interests:
doing as broad a search as possible and secondly by detailed discussions Riikka Aurava reports financial support was provided by Academy of
of the exclusion criteria and the meaning and interpretation of results of Finland. Riikka Aurava reports administrative support was provided by
original articles. Additionally, although the term ‘game jam’ is estab Tampere University.
lished in both game based pedagogy and game design studies, game jams
may have been organized and even studied without defining them as Supplementary materials
game jams.
In the future, we would like to see more educational scientists taking Supplementary material associated with this article can be found, in
up the study of game jam learning. The learning results are already the online version, at doi:10.1016/j.caeo.2023.100129.
encouraging, but they need verification and more thorough studying,
tied tighter to pedagogical theories. It would be interesting to find out References1
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