Title
Game jam based iterative curriculum for game production in Japan.
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
Year
DOI
Venue
2015
10.1145/2818498.2818511
SIGGRAPH Asia Symposium on Education
Field
DocType
Citations 
Game mechanics,Computer graphics (images),Computer science,Video game development,Game design,Game design document,Simulations and games in economics education,Mathematics education,Game Developer,Game testing,Non-cooperative game
Conference
0
PageRank 
References 
Authors
0.34
12
7
Name
Order
Citations
PageRank
Koji Mikami1128.00
Yosuke Nakamura211.37
Akinori Ito327262.32
Motonobu Kawashima422.41
Taichi Watanabe564.80
Yoshihiro Kishimoto600.34
Kunio Kondo74011.73