Game Jams: novos lugares educativos?

Autores

DOI:

https://doi.org/10.1590/S1678-4634202349249534por

Palavras-chave:

Game jams, Educação, Experiência educativa, Etnografia, Videojogos

Resumo

A existência de vários lugares para o educativo está sendo reconhecida na sociedade contemporânea. As game jams (GJ), contextos de criação de videojogos, vêm sendo estudadas como lugares onde o educativo pode ser emergente. Este artigo apresenta uma revisão da literatura, que integra estudos acerca das relações entre game jams e educação. Poucos estudos têm sido realizados, mobilizando métodos qualitativos e explorando as percepções e perspectivas das pessoas participantes sobre a forma como esse educativo desenvolve-se e concretiza-se. Este artigo recorre a dados de um estudo etnográfico multissituado e focado, desenvolvido no contexto de 5 GJ, e dados de 8 grupos de discussão focalizada, realizados de forma síncrona on-line, com participantes em GJ. Os resultados da análise revelam a emergência de quatro dimensões analíticas, que identificam as motivações educativas para a participação nas GJ e as características da experiência educativa vivida; as percepções sobre os resultados e efeitos educativos da experiência; os métodos, as estratégias e recursos educativos percebidos; e as percepções sobre o clima relacional e social vivido nas GJ. Essas dimensões analíticas permitiram explorar uma compreensão das GJ como novos lugares educativos, que concretizam a procura da integração ativa e dinâmica do lúdico, do tecnológico com e no educativo. As GJ, portanto, são reconhecidas e valorizadas pelas pessoas participantes como lugares educativos emergentes no panorama educativo contemporâneo, que integram dimensões facilitadoras da vivência de uma experiência educativa.

Downloads

Os dados de download ainda não estão disponíveis.

Referências

ARYA, Ali et al. An international study on learning and process choices in the global game jam. International Journal of Game-Based Learning, Hershey, v. 3, n. 4, p. 27-46, Oct./Dec. 2013. http://dx.doi.org/10.4018/ijgbl.2013100103

» https://doi.org/10.4018/ijgbl.2013100103

BARAB, Sasha; GRESALFI, Melissa; INGRAM-GOBLE, Adam Ingram-Goble. Transformational play: using games to position person, content, and context. Educational Researcher, Washington, DC., v. 39, n. 7, p. 525-536, Oct. 2010. http://dx.doi.org/10.3102/0013189X10386593

» https://doi.org/10.3102/0013189X10386593

BRAUN, Virginia; CLARKE, Victoria. Using thematic analysis in psychology. Qualitative Research in Psychology, London, v. 3, n. 2, p. 77-101, Jul. 2006. http://dx.doi.org/10.1191/1478088706qp063oa

» https://doi.org/10.1191/1478088706qp063oa

DEWEY, John. Experience and education. The Educational Forum, West Lafayette, v. 50, n. 3, p. 241-252, 1986. http://dx.doi.org/10.1080/00131728609335764

» https://doi.org/10.1080/00131728609335764

EBERHARDT, Richard. No one way to jam: game jams for creativity, learning, entertainment, and research. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘16), 2016, Berkeley. Proceedings… New York: Association for Computing Machinery, 2016. p. 34-37. http://dx.doi.org/10.1145/2897167.2897181

» https://doi.org/10.1145/2897167.2897181

FARHAN, Elias; KOCHER, Mela. Big team game jams: a framework to emulate big production using game jams with big teams. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘16), 2016, Berkeley. Proceedings… New York: Association for Computing Machinery, 2016. p. 1. http://dx.doi.org/10.1145/2897167.2897171

» https://doi.org/10.1145/2897167.2897171

FOWLER, Allan et al. Understanding the benefits of game jams: exploring the potential for engaging young learners in STEM. In: ITiCSE WORKING GROUP REPORTS (ITiCSE ‘16), 2016, Arequipa, Peru. Proceedings… New York: Association for Computing Machinery, 2016. p. 119-135. http://dx.doi.org/10.1145/3024906.3024913

» https://doi.org/10.1145/3024906.3024913

GAUDL, Swen et al. Rapid game jams with fluidic games: a user study & design methodology. Entertainment Computing, Amsterdam, v. 27, p. 1-9. Aug. 2018. http://dx.doi.org/10.1016/j.entcom.2018.02.007

» https://doi.org/10.1016/j.entcom.2018.02.007

GEE, James Paul. Deep learning properties of good digital games: how far can they go? In: RITTERFELD, Ute; CODY, Michael; VORDERER, Peter (ed.). Serious games: mechanisms and effects. pt. 2. sec. 1. New York: Routledge, 2009. p. 67-82.

GEE, James Paul. Semiotic social spaces and affinity spaces. In: BARTON, David; TUSTING, Karen (ed.). Beyond communities of practice: language power and social context. Cambridge: Cambridge University Press, 2005. p. 214- 232. http://dx.doi.org/10.1017/CBO9780511610554.012

GIROUX, Henry A. Public pedagogy and the politics of resistance: notes on a critical theory of educational struggle. Educational Philosophy and Theory, London, v. 35, n. 1, p. 5-16. Jan. 2003. http://dx.doi.org/10.1111/1469-5812.00002

» https://doi.org/10.1111/1469-5812.00002

GODDARD, William; BYRNE, Richard; MUELLER, Florian’Floyd. Playful game jams: guidelines for designed outcomes. In: IE2014 CONFERENCE ON INTERACTIVE ENTERTAINMENT, 2014, New York. Proceedings... New York: Association for Computing Machinery, 2014. p. 1-10. http://dx.doi.org/10.1145/2677758.2677778

» https://doi.org/10.1145/2677758.2677778

GUEVARA-VILLALOBOS, Orlando. Cultures of independent game production: Examining the relationship between community and labour. In: DiGRA ‘11 - DIGRA INTERNATIONAL CONFERENCE: THINK DESIGN PLAY, 2011. Proceedings… v. 6. Utrecht: Digital Games Research Association DiGRA, 2011.

HINE, Christine. Multi-sited ethnography as a middle range methodology for contemporary STS. Science, Technology, & Human Values, Cambridge, v. 32, n. 6, p. 652-671, Nov. 2007. http://dx.doi.org/10.1177%2F0162243907303598

» https://doi.org/10.1177%2F0162243907303598

HREHOVCSIK, Micah; WARMELINK, Harald; VALENTE, Marilla. The game jam as a format for formal applied game design and development education. In: BOTTINO, Rosa; JEURING, Johan; VELTKAMP, Remco C. (ed.); INTERNATIONAL CONFERENCE, GALA 5., 2016, Utrecht. Proceedings...: games and learning alliance. GALA 2016. Lecture notes in computer science. V. 10056. Springer, Cham, 2016. p. 257-267. http://dx.doi.org/10.1007/978-3-319-50182-6_23

» https://doi.org/10.1007/978-3-319-50182-6_23

JENKINS, Henry. Cultura da convergência. Tradução de Susana Alexandria. São Paulo: Aleph, 2015.

KAITILA, Christer. The game jam survival guide. Birmingham: Packt, 2012.

KENNEDY, Helen W. Game jam as feminist methodology: the affective labors of intervention in the ludic economy. Games and Culture, Thousand Oaks, v. 13, n. 7, p. 708-727, Nov. 2018. http://dx.doi.org/10.1177%2F1555412018764992

» https://doi.org/10.1177%2F1555412018764992

KULTIMA, Annakaisa. Defining game jam. In: INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG 2015), 10., 2015, Pacific Grove. Workshop proceedings… San Luis Obispo: Global Game Jam, 2015. p. 1-9.

KULTIMA, Annakaisa; ALHA, Kat.; NUMMENMAA, Timo. Building finnish game jam community through positive social facilitation. In: ACADEMICMINDTREK ‘16, INTERNATIONAL ACADEMIC MINDTREK CONFERENCE, 20., 2016, Tampere Finland. Proceedings… New York: Association for Computing Machinery, 2016. p. 433-440. http://dx.doi.org/10.1145/2994310.2994363

» https://doi.org/10.1145/2994310.2994363

LOCKE, Ryan et al. The game jam movement: disruption, performance and artwork. In: INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG 2015), 10., 2015, Pacific Grove. Workshop proceedings… San Luis Obispo: Global Game Jam, 2015. p. 1-8.

MARCUS, George E. Multi-sited ethnography: five or six things I know about it now. In: COLEMAN, Simon; VON HELLERMANN, Pauline (ed.). Multi-sited ethnography: problems and possibilities in the translocation of research methods. London: Routledge, 2011. p. 16-34.

MERILÄINEN, Mikko et al. Game jams for learning and teaching: a review. International Journal of Game-Based Learning, Hershey, v. 10, n. 2, p. 54-71, Apr./June 2020. http://dx.doi.org/10.4018/IJGBL.2020040104

» https://doi.org/10.4018/IJGBL.2020040104

MYERS, Christina; PICCOLO, Lara SG; COLLINS, Trevor. Game jams as a space to tackle social issues: An approach based on the critical pedagogy. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS, 2019, San Francisco. Proceedings… pt. 2. New York: Association for Computing Machinery, 2019. p. 1-8. http://dx.doi.org/10.1145/3316287.3316288

» https://doi.org/10.1145/3316287.3316288

MORGAN, David L.; LOBE, Bojana. Online focus groups. In: HESSE-BIBER, Sharlene Nagy (ed.). The handbook of emergent technologies in social research. New York: Oxford University Press, 2011. p. 199-230.

MUSIL, Juergen et al. Synthesized essence: what game jams teach about prototyping of new software products. In: ACM/IEEE INTERNATIONAL CONFERENCE ON SOFTWARE ENGINEERING, 32., Cape Town, South Africa. Proceedings… v. 2. Piscataway: IEEE, 2010. p. 183-186. http://dx.doi.org/10.1145/1810295.1810325

» https://doi.org/10.1145/1810295.1810325

O’CONNOR, Henrietta; MADGE, Clare. Cyber-mothers: online synchronous interviewing using conferencing software. Sociological Research Online, v. 5, n. 4, p. 102-117, Feb. 2001. http://dx.doi.org/10.5153/sro.543

» https://doi.org/10.5153/sro.543

PAYET, Jean Paul. Postface: la singularité ethnographique. In: PAYET, Jean Paul (ed.). Ethnographie de l’école: les coulisses des institutions scolaires et socio-éducatives. Rennes: Presses Universitaires de Rennes, 2016. p. 203-220.

PETRI, Anja et al. Pocket game jams: a constructionist approach at schools. In: INTERNATIONAL CONFERENCE ON HUMAN-COMPUTER INTERACTION WITH MOBILE DEVICES AND SERVICES ADJUNCT, 17., Copenhagen, Denmark. Proceedings… New York: Association for Computing Machinery, 2015. p. 1207-1211. http://dx.doi.org/10.1145/2786567.2801610

» https://doi.org/10.1145/2786567.2801610

PIERIDES, Dean. Multi-sited ethnography and the field of educational research. Critical Studies in Education, London, v. 51, n. 2, p. 179-195, May 2010. http://dx.doi.org/10.1080/17508481003731059

» https://doi.org/10.1080/17508481003731059

PINK, Sarah; MORGAN, Jennie. Short‐term ethnography: intense routes to knowing. Symbolic Interaction, v. 36, n. 3, p. 351-361, Aug. 2013. http://dx.doi.org/10.1002/symb.66

» https://doi.org/10.1002/symb.66

PIRKER, Johanna; KULTIMA, Annakaisa; GÜTL, Christian. The value of game prototyping projects for students and industry. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘16), 2016, Berkeley, USA. Proceedings… New York: Association for Computing Machinery, 2016. p. 54-57. http://dx.doi.org/10.1145/2897167.2897180

» https://doi.org/10.1145/2897167.2897180

POLLOCK, Ian; MURRAY, James; YEAGER, Beth. Brain jam: STEAM learning through neuroscience-themed game development. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘17), 2., 2017, San Francisco, USA. Proceedings… New York: Association for Computing Machinery, 2017. p. 5-21. http://dx.doi.org/10.1145/3055116.3055122

» https://doi.org/10.1145/3055116.3055122

PRESTON, Jon A. et al. Game jams: community, motivations, and learning among jammers. International Journal of Game-Based Learning, Hershey, v. 2, n. 3, p. 51-70, July/Sept. 2012. http://dx.doi.org/10.4018/ijgbl.2012070104

» https://doi.org/10.4018/ijgbl.2012070104

RENG, Lars; SCHOENAU-FOG, Henrik; KOFOED, Lise Busk. The motivational power of game communities: engaged through game jamming. In: INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG 2013): SOCIETY FOR THE ADVANCEMENT OF THE SCIENCE OF DIGITAL GAMES, 8., 2013, Crete, Greece. Workshop proceedings… Foundations of Digital Games, 2013. p. 1-8.

RYAN, Richard M.; DECI, Edward L. Self-determination theory: basic psychological needs in motivation, development, and wellness. New York: Guilford, 2017.

SHIN, Kiyoshi et al. Localizing global game jam: designing game development for collaborative learning in the social context. In: NIJHOLT Anton; ROMÃO Teresa; REIDSMA, Dennis (ed.); INTERNATIONAL CONFERENCE, ACE, 9., 2012, Kathmandu, Nepal. Proceedings...: advances in computer entertainment: lecture notes in computer science. v. 7624. Berlin: Springer, 2012. p. 117-132. http://dx.doi.org/10.1007/978-3-642-34292-9_9

» https://doi.org/10.1007/978-3-642-34292-9_9

SMITH, Peter A.; BOWERS, Clint. Improving social skills through game jam participation. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘16), 2016, Berkeley. Proceedings… New York: Association for Computing Machinery, 2016. p. 8-14. http://dx.doi.org/10.1145/2897167.2897172

» https://doi.org/10.1145/2897167.2897172

SOETAERT, Ronald; BOURGONJON, Jeroen; RUTTEN, Kris. Video games as equipment for living. CLCWeb - Comparative Literature and Culture, West Lafayette, v. 13, n. 3, p. 1-9, 2011. http://dx.doi.org/10.7771/1481-4374.1794

» https://doi.org/10.7771/1481-4374.1794

WALZ, Steffen P.; DETERDING, Sebastian (ed.). The gameful world: approaches, issues, applications. London: The MIT Press, 2015. http://dx.doi.org/10.2307/j.ctt1287hcd

» https://doi.org/10.2307/j.ctt1287hcd

WEARN, Nia; MCDONALD, Brian. Ethos of location and its implication to the motivators of global games jam participants. In: INTERNATIONAL CONFERENCE ON GAME JAMS, HACKATHONS, AND GAME CREATION EVENTS (GJH&GC ‘16), 2016, Berkeley, USA. Proceedings… New York: Association for Computing Machinery, 2016. p. 58-61. http://dx.doi.org/10.1145/2897167.2897176

» https://doi.org/10.1145/2897167.2897176

» http://dx.doi.org/10.1145/2897167.2897176

WEBSTER, Joan Parker; SILVA, Sofia Marques da. Doing educational ethnography in an online world: methodological challenges, choices and innovations. Ethnography and Education, v. 8, n. 2, p. 123-130, May 2013. http://dx.doi.org/10.1080/17457823.2013.792508

» https://doi.org/10.1080/17457823.2013.792508

YOUNG, Michael F. et al. Our princess is in another castle: a review of trends in serious gaming for education. Review of Educational Research, Washington, DC, v. 82, n. 1, p. 61-89, Mar. 2012. http://dx.doi.org/10.3102%2F0034654312436980

» https://doi.org/10.3102%2F0034654312436980

ZIMMERMAN, Eric. Position statement manifesto for a ludic century. In: WALZ Steffen P.; DETERDING, Sebastian (ed.). The gameful world: approaches, issues, applications. London: The MIT Press, 2015. p. 19-22. http://dx.doi.org/10.2307/j.ctt1287hcd.5

» https://doi.org/10.2307/j.ctt1287hcd.5

Downloads

Publicado

2023-12-22

Como Citar

Game Jams: novos lugares educativos?. (2023). Educação E Pesquisa, 49(contínuo), e249534. https://doi.org/10.1590/S1678-4634202349249534por