게임잼: 창의융합교육 플랫폼으로서의 가능성에 대한 연구
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2017.06
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 30권 / 2호
ㆍ저자명 : 마은정
목차
ABSTRACT
1. 서론
2. 이론적 배경
3. 연구방법 및 자료수집
4. 토론 및 결론 : 창의융합교육 플랫폼으로서 게임잼
참고문헌
영어 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.
참고 자료
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