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.
(where the practice takes place)
(where the practice takes place)
Organization name:
(running the practice)
Institute of Digital Games, University of Malta
Organization type:
Contact person:
Institute of Digital Games
Contact email:
(for further information and inquiries)
Social media:
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
12 - 17
Indicative number of participants:
Number independent
Oriented to a specific gender?
(for the same group of participants)
Total duration:
(for the same group of participants)
Varies from 4 hours to weeklong Jam event
(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?
    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.
    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.