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Case Study 3
- Source :
- International Journal of Game-Based Learning. 7:93-97
- Publication Year :
- 2017
- Publisher :
- IGI Global, 2017.
-
Abstract
- Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith & Bowers, 2016); all of which are essential skills for working in industry (Pirker et al., 2016).
Details
- ISSN :
- 21556857 and 21556849
- Volume :
- 7
- Database :
- OpenAIRE
- Journal :
- International Journal of Game-Based Learning
- Accession number :
- edsair.doi...........30c0ab078c4f985ddfdcb261cfb8c010
- Full Text :
- https://doi.org/10.4018/ijgbl.2017070110