Global Game Jam Next Malta

by Institute of Digital Games, University of Malta added on 07 Nov 2019

Brief description:
Global Game Jam NEXT® (GGJ NEXT) is an international game jam dedicated to young creators. It is a creative event where students team up to learn more about creating a game and create games themselves (be it a videogame, board game, card game…). The brief time span will encourage creative thinking and hopefully innovative experimental games. GGJ NEXT provides both educational opportunities to learn about game development and a unique opportunity for students to learn new STEAM skills, and improve their creative thinking and exploration in a safe space.
Photos:
Countries:
(where the practice takes place)
Malta
Cities:
(where the practice takes place)
Msida
Organization name:
(running the practice)
Institute of Digital Games, University of Malta
Organization type:
Public
Contact person:
Institute of Digital Games
Contact email:
(for further information and inquiries)
digitalgames@um.edu.mt
Social media:
https://www.facebook.com/maltaglobalgamejam/
https://twitter.com/InDigitalGames
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
12 - 17
Indicative number of participants:
Number independent
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
Varies from 4 hours to weeklong Jam event
Location:
(where the practice takes place)
  • Community lab, FabLab, non-formal learning space, etc.
What are the role(s) of the adult(s) running the practice?
  • Teacher
  • Presenter
  • Facilitator
  • Mentor / Guide
During the practice, participants…
  • Make
  • Play
  • Code
Participants work…
  • In groups of...: usually 2-5 people (although there is no restriction on the size of the group)
  • What type of materials do participants use?
    • Pen and paper
    • Manipulatives (blocks, beads, etc.)
    • Craft supplies / Stationery
    • Woodworking materials
    • Computers
    • Digital games
    Pedagogical approach:
    • Problem-based learning
    • Project (or task)-based learning
    • Design-based learning
    • Collaborative-learning
    • Discovery-learning
    • Creative thinking
    • Critical thinking
    • Real-life challenges
    Social justice/equity approaches:
    • Activities are designed to empower participants and meet their needs
    Does the practice have (explicit or implicit) learning objectives?
    Implicit: creativity, STEM, collaboration
    Is the practice (explicitly or implicitly) connected to school curricula?
    No
    If connected in any way to school curricula, which subjects are covered?
    • Computer science
    • Technology
    • Other: Not designed for specific school subjects but all the above may apply depending on the theme of the Jam and the games.
    Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
    Does the practice aim to have an impact on the attitude of participants with a particular scientific topic, concept, phenomena, theory, or career?
    Does the practice aim to have an impact on the behavior of participants related to a particular scientific topic, concept, phenomena, theory, or career?
    Does the practice aim to have an impact on the development / reinforcement / practice of skills of participants?
    Additional notes:
    The event includes workshops and lectures from experts in the field who then, during the event, provide guidance and feedback to the participants.