{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,11,4]],"date-time":"2025-11-04T16:08:03Z","timestamp":1762272483381,"version":"3.41.0"},"reference-count":62,"publisher":"Association for Computing Machinery (ACM)","issue":"GROUP","license":[{"start":{"date-parts":[[2019,12,5]],"date-time":"2019-12-05T00:00:00Z","timestamp":1575504000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2019,12,5]]},"abstract":"<jats:p>Game jams, which are game creation events in which developers design and build a game over a short period of time, have been shown to support participatory, active STEM learning. Game jams have expanded from their origins as physically co-located experiences and many are now conducted exclusively online. Though the co-located game jam has been noted as educational, little is known about how learning happens within online game jams. To better understand the ways online game jams support self-development, we interviewed fifteen online jam participants about their learning experiences during their jams. Additionally, we observed and analyzed several jams using activity theory. We found that online game jams support participants' learning through extensive feedback from others during and after the jam. Such feedback sessions were a key social and participatory learning elements for online jams, providing much-need social support. In contrast to the group-focused development in offline jams many participants in our study chose to develop games alone. Many individuals participated in online game jams regularly, treating them as a broader experience than singular events. We use these findings to discuss how we might better design for self-directed learning online and offer suggestions on how to better attune online game jams to the needs of participants.<\/jats:p>","DOI":"10.1145\/3361121","type":"journal-article","created":{"date-parts":[[2019,12,6]],"date-time":"2019-12-06T16:31:11Z","timestamp":1575649871000},"page":"1-27","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":20,"title":["Jam Today, Jam Tomorrow"],"prefix":"10.1145","volume":"3","author":[{"given":"Travis","family":"Faas","sequence":"first","affiliation":[{"name":"Indiana University - Purdue University Indianapolis, Indianapolis, IN, USA"}]},{"given":"I-ching","family":"Liu","sequence":"additional","affiliation":[{"name":"Indiana University - Purdue University Indianapolis, Indianapolis, IN, USA"}]},{"given":"Lynn","family":"Dombrowski","sequence":"additional","affiliation":[{"name":"Indiana University - Purdue University Indianapolis, Indianapolis, IN, USA"}]},{"given":"Andrew D.","family":"Miller","sequence":"additional","affiliation":[{"name":"Indiana University - Purdue University Indianapolis, Indianapois, IN, USA"}]}],"member":"320","published-online":{"date-parts":[[2019,12,5]]},"reference":[{"key":"e_1_2_1_1_1","unstructured":"Attwell G. 2007. Personal Learning Environments-the future of eLearning? Elearning papers. 2 1 (Jan. 2007) 1--8. Attwell G. 2007. Personal Learning Environments-the future of eLearning? Elearning papers. 2 1 (Jan. 2007) 1--8."},{"volume-title":"Proceedings of the Third (2016)","year":"2016","author":"Baek J.","key":"e_1_2_1_2_1"},{"key":"e_1_2_1_3_1","doi-asserted-by":"crossref","unstructured":"Braun V. and Clarke V. 2006. Using thematic analysis in psychology. Qualitative research in psychology. 3 2 (2006) 77--101. Braun V. and Clarke V. 2006. Using thematic analysis in psychology. Qualitative research in psychology. 3 2 (2006) 77--101.","DOI":"10.1191\/1478088706qp063oa"},{"key":"e_1_2_1_4_1","series-title":"Routledge Series on Theory and Practice of Adult Education in North America","volume-title":"Adult Learning: Perspectives on Theory, Research, and Practice","author":"Brockett R.G.","year":"1991"},{"volume-title":"Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing","year":"2016","author":"Campbell J.","key":"e_1_2_1_5_1"},{"key":"e_1_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11409-012-9086-z"},{"key":"e_1_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1365-2729.2008.00305.x"},{"key":"e_1_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.iheduc.2011.06.002"},{"key":"e_1_2_1_9_1","doi-asserted-by":"crossref","unstructured":"Dabbagh N. and Reo R. 2011. Back to the future: Tracing the roots and learning affordances of social software. Web 2.0-based e-learning: Applying social informatics for tertiary teaching. IGI Global. 1--20. Dabbagh N. and Reo R. 2011. Back to the future: Tracing the roots and learning affordances of social software. Web 2.0-based e-learning: Applying social informatics for tertiary teaching. IGI Global. 1--20.","DOI":"10.4018\/978-1-60566-294-7.ch001"},{"key":"e_1_2_1_10_1","doi-asserted-by":"crossref","unstructured":"Engestr\u00f6m Y. 1999. Activity theory and individual and social transformation. Perspectives on activity theory. 19 38 (1999). Engestr\u00f6m Y. 1999. Activity theory and individual and social transformation. Perspectives on activity theory. 19 38 (1999).","DOI":"10.1017\/CBO9780511812774.003"},{"key":"e_1_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1080\/001401300409143"},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.edurev.2009.12.002"},{"volume-title":"Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing","year":"2017","author":"Evans S.","key":"e_1_2_1_13_1"},{"volume-title":"Proc. ACM Hum.-Comput. Interact. 2, CSCW (Nov.","year":"2018","author":"Faas T.","key":"e_1_2_1_14_1"},{"key":"e_1_2_1_15_1","unstructured":"Fine G.A. 2012. Tiny publics: A theory of group action and culture. Russell Sage Foundation. Fine G.A. 2012. Tiny publics: A theory of group action and culture. Russell Sage Foundation."},{"volume-title":"Proc. of the Foundations of Digital Games Conference","year":"2013","author":"Fowler A.","key":"e_1_2_1_16_1"},{"volume-title":"Proccedings of the 4th Annual Conference on Computing and Information Technology Research and Education New Zealand","year":"2013","author":"Fowler A.","key":"e_1_2_1_17_1"},{"volume-title":"GJ Workshop. FDG2015","year":"2015","author":"Fowler A.","key":"e_1_2_1_18_1"},{"key":"e_1_2_1_19_1","doi-asserted-by":"crossref","unstructured":"Garrison D.R. 1997. Self-directed learning: Toward a comprehensive model. Adult education quarterly. 48 1 (1997) 18--33. Garrison D.R. 1997. Self-directed learning: Toward a comprehensive model. Adult education quarterly. 48 1 (1997) 18--33.","DOI":"10.1177\/074171369704800103"},{"volume-title":"11th International Conference on Computer Supported Collaborative Learning. ISLS","year":"2015","author":"Georgen C.","key":"e_1_2_1_20_1"},{"volume-title":"DiGRA Conference","year":"2011","author":"Guevara-Villalobos O.","key":"e_1_2_1_21_1"},{"key":"e_1_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/3059009.3059035"},{"volume-title":"Proceedings of the AAAI Workshop on Challenges in Game AI","year":"2004","author":"Hunicke R.","key":"e_1_2_1_23_1"},{"volume-title":"Proceedings of the Fifth International Conference on Learning Analytics And Knowledge","year":"2015","author":"Joksimovic S.","key":"e_1_2_1_24_1"},{"volume-title":"Proceedings of the Fifth International Conference on Learning Analytics And Knowledge","year":"2015","author":"Joksimovic S.","key":"e_1_2_1_25_1"},{"key":"e_1_2_1_26_1","doi-asserted-by":"crossref","unstructured":"Kaptelinin V. and Nardi B.A. 2006. Acting with technology: Activity theory and interaction design. MIT press. Kaptelinin V. and Nardi B.A. 2006. Acting with technology: Activity theory and interaction design. MIT press.","DOI":"10.5210\/fm.v12i4.1772"},{"key":"e_1_2_1_27_1","article-title":"Hackathon for Learning Digital Theology in Computer Science","volume":"8","author":"Kolog E.A.","year":"2016","journal-title":"International Journal of Modern Education & Computer Science."},{"volume-title":"Proc. ACM Hum.-Comput. Interact. 1, CSCW (Dec.","year":"2017","author":"Kou Y.","key":"e_1_2_1_28_1"},{"key":"e_1_2_1_29_1","unstructured":"Kreimeier B. 2002. The case for game design patterns. Kreimeier B. 2002. The case for game design patterns."},{"key":"e_1_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1145\/2994310.2994363"},{"key":"e_1_2_1_31_1","unstructured":"Kultima A. 2015. Defining Game Jam. FDG (2015). Kultima A. 2015. Defining Game Jam. FDG (2015)."},{"key":"e_1_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1145\/3196697.3196703"},{"key":"e_1_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1017\/CBO9780511815355"},{"key":"e_1_2_1_34_1","unstructured":"Leont'ev A.N. 1978. Activity consciousness and personality. (1978). Leont'ev A.N. 1978. Activity consciousness and personality. (1978)."},{"volume-title":"Proceedings of the 10th International conference on the foundations of digital games (FDG 2015","year":"2015","author":"Locke R.","key":"e_1_2_1_35_1"},{"volume-title":"Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing","year":"2015","author":"Luther K.","key":"e_1_2_1_36_1"},{"key":"e_1_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1145\/1880071.1880073"},{"volume-title":"Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing","year":"2014","author":"Marlow J.","key":"e_1_2_1_38_1"},{"key":"e_1_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.1145\/2899415.2899421"},{"key":"e_1_2_1_40_1","first-page":"2","article-title":"Patterns of Engagement in Connectivist MOOCs","volume":"9","author":"Milligan C.","year":"2013","journal-title":"Journal of Online Learning and Teaching; Long Beach."},{"key":"e_1_2_1_41_1","unstructured":"Muncy J. 2017. Making Videogames the Old-Fashioned Way-On a 52-Hour Train Ride. Wired. Muncy J. 2017. Making Videogames the Old-Fashioned Way-On a 52-Hour Train Ride. Wired."},{"key":"e_1_2_1_42_1","doi-asserted-by":"crossref","unstructured":"Nardi B.A. 1996. Context and consciousness: activity theory and human-computer interaction. mit Press. Nardi B.A. 1996. Context and consciousness: activity theory and human-computer interaction. mit Press.","DOI":"10.7551\/mitpress\/2137.001.0001"},{"volume-title":"Modeling and Analyzing the Video Game Live-Streaming Community. 2014 9th Latin American Web Congress (Oct.","year":"2014","author":"Nascimento G.","key":"e_1_2_1_43_1"},{"key":"e_1_2_1_44_1","doi-asserted-by":"publisher","DOI":"10.1145\/3275116.3275132"},{"volume-title":"Social Aspects of the Game Development Process in the Global Gam Jam. Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events","year":"2018","author":"Pirker J.","key":"e_1_2_1_45_1"},{"key":"e_1_2_1_46_1","unstructured":"Pirker J. and Voll K. Group forming processes-experiences and best practice from different game jams. Pirker J. and Voll K. Group forming processes-experiences and best practice from different game jams."},{"volume-title":"Proceedings of the 11th International Conference on Interaction Design and Children","year":"2012","author":"Roque R.","key":"e_1_2_1_47_1"},{"key":"e_1_2_1_48_1","first-page":"1","article-title":"Participants' Perceptions of Learning and Networking in Connectivist MOOCs","volume":"10","author":"Saadatmand M.","year":"2014","journal-title":"Journal of Online Learning and Teaching; Long Beach."},{"key":"e_1_2_1_49_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-642-34292-9_9"},{"volume-title":"Connectivism: A Learning Theory for the Digital Age. (Feb.","year":"2014","author":"Siemens G.","key":"e_1_2_1_50_1"},{"key":"e_1_2_1_51_1","doi-asserted-by":"publisher","DOI":"10.1145\/2897167.2897173"},{"key":"e_1_2_1_52_1","doi-asserted-by":"crossref","unstructured":"Sylvan E. 2010. Predicting influence in an online community of creators. (Apr. 2010) 1913--1916. Sylvan E. 2010. Predicting influence in an online community of creators. (Apr. 2010) 1913--1916.","DOI":"10.1145\/1753326.1753614"},{"key":"e_1_2_1_53_1","unstructured":"The Art Of Game Polish: Developers Speak: https:\/\/www.gamasutra.com\/view\/feature\/132611\/the_art_of_game_polish_developers_.php. Accessed: 2019-06-03. The Art Of Game Polish: Developers Speak: https:\/\/www.gamasutra.com\/view\/feature\/132611\/the_art_of_game_polish_developers_.php. Accessed: 2019-06-03."},{"key":"e_1_2_1_54_1","unstructured":"The Finish a Game Jam: https:\/\/itch.io\/jam\/the-finish-a-game-jam. Accessed: 2019-06-03. The Finish a Game Jam: https:\/\/itch.io\/jam\/the-finish-a-game-jam. Accessed: 2019-06-03."},{"volume-title":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","year":"2013","author":"Thomas L.","key":"e_1_2_1_55_1"},{"key":"e_1_2_1_56_1","unstructured":"Vygotsky L.S. 1978. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press. Vygotsky L.S. 1978. Mind in Society: The Development of Higher Psychological Processes. Harvard University Press."},{"key":"e_1_2_1_57_1","doi-asserted-by":"publisher","DOI":"10.1145\/3105726.3106174"},{"key":"e_1_2_1_58_1","unstructured":"Wenger E. et al. 2002. Cultivating Communities of Practice. Harvard Business Review Press. Wenger E. et al. 2002. Cultivating Communities of Practice. Harvard Business Review Press."},{"volume-title":"Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work","year":"2012","author":"Xu A.","key":"e_1_2_1_59_1"},{"volume-title":"Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing","year":"2016","author":"Yuan A.","key":"e_1_2_1_60_1"},{"volume-title":"Proceedings of the Third (2016)","year":"2016","author":"Zheng S.","key":"e_1_2_1_61_1"},{"volume-title":"Workshop proceedings of the 8th international conference on the foundations of digital games","year":"2013","author":"Zook A.","key":"e_1_2_1_62_1"}],"container-title":["Proceedings of the ACM on Human-Computer Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3361121","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3361121","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T23:12:51Z","timestamp":1750201971000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3361121"}},"subtitle":["Learning in Online Game Jams"],"short-title":[],"issued":{"date-parts":[[2019,12,5]]},"references-count":62,"journal-issue":{"issue":"GROUP","published-print":{"date-parts":[[2019,12,5]]}},"alternative-id":["10.1145\/3361121"],"URL":"https:\/\/doi.org\/10.1145\/3361121","relation":{},"ISSN":["2573-0142"],"issn-type":[{"type":"electronic","value":"2573-0142"}],"subject":[],"published":{"date-parts":[[2019,12,5]]},"assertion":[{"value":"2019-12-05","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}