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Game jam based iterative curriculum for game production in Japan

Published: 02 November 2015 Publication History

Abstract

In this paper, we introduce a game production curriculum to iterate multiple game development cycles in a limited period of time. In one semester, we executed a game development process three times, changing members every time. Students had the opportunity to gain experience, working with various different people; also, providing a time limit for the development process, they learned how to manage development time effectively. Furthermore, by implementing the PDCA (Plan, Do, Check, Act) cycle [ASQ] in each development, students had the opportunity to find and solve problems during the semester. Using this framework, we worked on the following three educational problems:
(1) Development that is mixed with students of diverse ages and educational levels
(2) To be conscious about development time
(3) Learn how to solve issues related to game development

References

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Anderson, E. F and Peters, C. 2009. On the Provision of a Comprehensive Computer Graphics Education in the Context of Computer Games: An Activity-Led Instruction Approach. Proc. of the EUROGRAPHICS 2009 Education Program.
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Anderson, E. F., Peters, C. E., Halloran, J., Every, J., Shuttleworth, J., Liarokapis, F., Lane, R., and Richards, M. 2012. In at the Deep End: AN Activity-Led Introduction to First Year Creative Computing. Computer Graphics Forum, 31(6), pp1852--1866.
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Al-Bow, M., Austin, D., Edgington, J., Fajardo, R., Fishburn, J., Lara, C., Leutenegger, S., and Meyer, S. 2008. Using Greenfoot and Games to Teach Rising 9th and 10th Grade Novice Programmers. Proc. of SANDBOX Symposium 2008, ACM SIGGRAPH, pp.55--59.
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American Society for Quality, Plan-Do-Check-Act (PDCA) Cycle. http://asq.org/learn-about-quality/project-planning-tools/overview/pdca-cycle.html
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Deen, M., Cercos, R., Chatman, A., Naseem, A., Bernhaupt, R., Fowler, A., Schouten, B., and Mueller, F. 2014. Game Jam: {4 Research}. CHI '14 Extended Abstracts on Human Factors in Computing Systems, pp25--28.
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Entertainment Technology Center, Carnegie Mellon University. http://www.etc.cmu.edu/
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Goddard, W., Byrne, R., and Mueller, F. F. 2014. Playful Game Jams: Guidelines for Designed Outcomes. Proc. of the 2014 Conference on Interactive Entertainment, pp.1--10.
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Cited By

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  • (2016)Effectiveness of Game Jam-based iterative program for game production in JapanComputers & Graphics10.1016/j.cag.2016.07.00661(1-10)Online publication date: Dec-2016
  • (2016)Foreword to the Special Section on SIGGRAPH Asia 2015 Symposium on EducationComputers & Graphics10.1016/j.cag.2016.07.00461(A1)Online publication date: Dec-2016

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    cover image ACM Other conferences
    SA '15: SIGGRAPH Asia 2015 Symposium on Education
    November 2015
    71 pages
    ISBN:9781450339278
    DOI:10.1145/2818498
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 02 November 2015

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    Author Tags

    1. education
    2. game
    3. game jam
    4. iteration

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    SA'15
    SA'15: SIGGRAPH Asia 2015
    November 2 - 6, 2015
    Kobe, Japan

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    View all
    • (2016)Effectiveness of Game Jam-based iterative program for game production in JapanComputers & Graphics10.1016/j.cag.2016.07.00661(1-10)Online publication date: Dec-2016
    • (2016)Foreword to the Special Section on SIGGRAPH Asia 2015 Symposium on EducationComputers & Graphics10.1016/j.cag.2016.07.00461(A1)Online publication date: Dec-2016

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