Use an intermediate game-jam duration of about 6 hours, long enough for teams to pass through the first four development phases¶
Strategy · All strategies
Evidence · 1 claim (1 mixed) · 1 study (1 qualitative),q2· 0 of 1 report an effect size · 1 claim rests on one study
Description¶
The authors opted for 6-hour events instead of the standard 48-hour format, arguing shorter events cannot support a quality collaborative and creative process. They state that with fewer than 6 h "a quality collaborative and creative process cannot take place", because teams must transit the first four phases to turn ideas into playable products, while participants experienced the short duration as part of the challenge.
Design Implications¶
Context¶
Requirements¶
- A schedule with a minimum of 6 hours dedicated to the event
- Teams of about 6 persons balanced by skills
Constraints¶
- Duration affects the type of prototype development and methodology but does not limit it
- Events longer than 48 h can hinder problem-based learning
Target Learners¶
- secondary school students
Target Learning Goals¶
- creative problem-solving and collaboration under time constraints
Claims¶
Related Strategies¶
Examples¶
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Key Sources¶
- Contreras-Espinosa, R.S.; Eguia-Gomez, J.L. (2022). Game Jams as Valuable Tools for the Development of 21st-Century Skills. Sustainability 2022, 14, 2246. https://doi.org/10.3390/su14042246
Page metadata
| Field | Value |
|---|---|
type |
strategy |
id |
six-hour-game-jam-duration |
title |
Use an intermediate game-jam duration of about 6 hours, long enough for teams to pass through the first four development phases |
description |
The authors opted for 6-hour events instead of the standard 48-hour format, arguing shorter events cannot support a quality collaborative and creative process. |
status |
review |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — contreras-espinosa-2022 |
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