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논문검색

게임잼: 창의융합교육 플랫폼으로서의 가능성에 대한 연구

원문정보

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

마은정

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초록

영어

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
  2.1. 창의융합교육과 게임
 3. 연구방법 및 자료수집
  3.1. 연구 현장 (research field sites)
  3.2. 게임잼 진행 및 자료 수집
 4. 토론 및 결론: 창의융합교육 플랫폼으로서 게임잼
 참고문헌

저자정보

  • 마은정 Eunjeong Ma. 포항공과대학교 창의IT융합공학과 대우 부교수

참고문헌

자료제공 : 네이버학술정보

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