논문 상세보기

게임잼: 창의융합교육 플랫폼으로서의 가능성에 대한 연구 KCI 등재

A study on game jam as a possible creative convergent educational platform

  • 언어KOR
  • URLhttps://db.koreascholar.com/Article/Detail/338647
구독 기관 인증 시 무료 이용이 가능합니다. 4,000원
한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

With rapid advances in science and technology, there is a greater demand and need to revolutionize higher education with strong emphasis on creative convergence. Lately STEAM (Science, Technology, Engineering, Arts and Mathematics) has been deemed as a possible solution to stimulate creative convergent education. Aligning with STEAM pedagogical philosophy, this paper presents a case of game jam as an alternative educational platform that helps to encourage creativity and collaboration across diverse cultures and disciplinary boundaries at the global level. Game jam is a social event at which programmers, graphic designers, producers, and game mangers work together to make a playable game within given time constraints. Based on empirical experimentation with and observation on global applied game jam over the past few years, this paper suggests that global applied game can serve as a creative convergent educational platform within and beyond traditional classroom settings.

목차
ABSTRACT
  1. 서론
  2. 이론적 배경
  3. 연구방법 및 자료수집
  4. 토론 및 결론 : 창의융합교육 플랫폼으로서 게임잼
  참고문헌
저자
  • 마은정(Department of Creative IT Engineering, Pohang University of Science and Technology) | Eunjeong Ma