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Collaborative research into Game Jams, Hackathons and Event-Based Teaching in Higher Education (Abstract Only)

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Published:08 March 2017Publication History

ABSTRACT

The idea for this session is based on conversations with colleagues from computer science, art, communications, engineering, and biology as well as international colleagues from three continents at ITICSE-2016 on the use of Game Jams to increase participation of underrepresented minorities (URMs) in Computer Science and STEM education. High-impact practices are powerful tools in engaging students (NSSE, 2014), perhaps even more so for non-traditional, ESL/ELL, first-generation, and URM students in STEM disciplines by increasing peer and faculty contact, active learning, and high expectations (Goodman). We believe that event-based teaching, such as Game jams and Hackathons provide students with many, if not more of the experiences that are credited with those of commonly identified High Impact Practices (Kuh, 2008).

These events also create peer and social networks among participants. While not conclusive - anecdotally the networks of peers and social capacity seem to make a difference in post graduation job search (Mouw). Game Jams and Hackathons are still relatively new in higher education, and while there is a lot of anecdotal evidence as to the benefits reaped by participants of these events, there exists little in the way of long-term studies in the literature that speaks to the academic value of these events.

This session will create a conversation among faculty from computer science and other disciplines who are interested in creating these events and their institutions, and developing scholarship to fill in the gaps in the literature around the effects and efficacy of these events on the long-term success of participants.

References

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  2. National Survey of Student Engagement. (2014). Bringing the Institution into Focus-Annual Results 2014. Bloomington, IN: Indiana University Center for Postsecondary Research.Google ScholarGoogle Scholar
  3. Irani, L. (2015). Hackathons and the making of entrepreneurial citizenship. Science, Technology & Human Values, 40(5), 799--824. Google ScholarGoogle ScholarCross RefCross Ref
  4. Kuh, G.D. 2008. High-impact educational practices: What they are, who has access to them, and why they matter. Washington, DC: Association of American Colleges and Universities.Google ScholarGoogle Scholar
  5. Goodman, K. M., Seifert, T. A., Jorgensen, J. D., Pascarella, E. T., Wolniak, G. C., Blaich, C. F., ... & Schneider, C. G. (2006). How do race and socioeconomic background influence experiences of good practices in undergraduate education. InAnnual Meeting of the Association for the Study of Higher Education, Anaheim, CA.Google ScholarGoogle Scholar
  6. Mouw, T. (2003). Social capital and finding a job: do contacts matter?. American sociological review, 868--898. Google ScholarGoogle ScholarCross RefCross Ref
  7. Vian, Kathi. (2012). Ten Year Forecast: "100 Year Forecast: The Reorganization of Wealth." Palo Alto, CA: Institute For The Future.Google ScholarGoogle Scholar

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  1. Collaborative research into Game Jams, Hackathons and Event-Based Teaching in Higher Education (Abstract Only)

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          • Published in

            cover image ACM Conferences
            SIGCSE '17: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education
            March 2017
            838 pages
            ISBN:9781450346986
            DOI:10.1145/3017680

            Copyright © 2017 Owner/Author

            Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 8 March 2017

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            SIGCSE '17 Paper Acceptance Rate105of348submissions,30%Overall Acceptance Rate1,595of4,542submissions,35%

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