Global Game Jam Malta

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

Brief description:
The Global Game Jam® (GGJ) is a creative event where you team up with other people to make a playable game in 48 hours. It is the world's largest game jam event (game creation) taking place around the world at physical locations. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity.
Photos:
Countries:
(where the practice takes place)
Malta
Cities:
(where the practice takes place)
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://twitter.com/InDigitalGames
https://www.facebook.com/maltaglobalgamejam/
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
18 - 100
Indicative number of participants:
-
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
48 hours
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?
  • Facilitator
  • Mentor / Guide
During the practice, participants…
  • Make
  • Play
  • Code
Participants work…
In groups of...
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
  • Real-life challenges
  • Competition
  • Other
Social justice/equity approaches:
  • Activities are designed to empower participants and meet their needs
Does the practice have (explicit or implicit) learning objectives?
No
Is the practice (explicitly or implicitly) connected to school curricula?
No
If connected in any way to school curricula, which subjects are covered?
  • Technology
  • Other
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.