allow the students to build a small game. The bene-
fits of TBL are well documented (Michaelsen et al.,
2002) and so are not the focus of this paper. In all
three years of the full time degrees, the team modules
follow the same basic approach.
1) Teams are formed in the first week. In the first year
these tend to be a little more random as students have
not yet had time to form friendship groups. In second
year they tend toward friendship groups and in final
year it is a little more mixed as there is a combination
of students continuing directly from second year and
some students returning from a placement year in in-
dustry. Students are also more aware of each others
skills and capabilities and often form teams for suc-
cess rather than just friendships.
2) Game concepts are developed and presented to the
module tutors over the next few weeks. This includes
some level of skills gap analysis on behalf of the team
and an overview of scoping for the module team.
3) Prototypes and alpha versions are built during
the first semester and presented before moving into
semester 2. User testing, re-scoping, design tweaks
and technical experimentation all form part of this
phase.
4) The final phase which lasts all of semester 2 is to
work through the rest of a software development cycle
of beta, including further player testing, and release
versions.
Throughout this process, the module team are there to
monitor and feedback on progress and decisions being
made. There is also an element of project manage-
ment, although there is certainly a focus on the teams
self managing their workloads.
2.1 Challenges
The teaching teams have many years experience lead-
ing TBL modules and have experienced myriad chal-
lenges.
The students take 6 modules in first year, 5 mod-
ules in second year and 4 modules in final year (dif-
ferent size modules but always a total of 120 credits).
All modules run over the full 24 week academic year.
One of the more intrusive disruptions to team based
modules is the impact of workload and assessment in
the other modules. Workload is relatively consistent
over the year with the inevitable peaks around assess-
ment time, but as those assessment dates approach,
the team project module is most often the first module
to be abandoned. Near assessment dates, output drops
to almost nothing, always with the best intentions of
catching up later, but very rarely actually recovering
enough to be at the expected stage of development.
With such a long project and only a few hours per
week dedicated to the module content, idea fatigue
and general boredom at the slow progress occur, par-
ticularly in teams where members are not all enthusi-
astic about the idea or it is being heavily led by one or
two members. Another impact of longevity relates to
ongoing health or mental health issues with students
and the impact on the overall team.
Communication issues are one of the biggest chal-
lenges that develop. Different levels of enthusiasm,
workload peaks at different times, external factors
such as employment, family or social and even sleep
patterns can impact on team communication. Missed
attendance at weekly sessions means team members
can be out of touch for 2-3 weeks and lose motivation
to continue with the project. Poor communication of
ideas, personality conflicts, task allocation and feed-
back within the team all lead to challenges.
These major issues and a myriad smaller chal-
lenges result in disengagement and inevitably poor
achievement in the module. The module teams re-
quire a system that maintains the benefits of team
based learning while trying to solve the challenges
highlighted.
3 LITERATURE REVIEW
Since the first “Indie Game Jam” in 2002 (Kultime,
2015), the game jam has given game developers
a method of rapidly prototyping game ideas, with
some real-world successes (Wikipedia, 2019) evolv-
ing from those embryonic “compressed development
processes” (Zook and Riedl, 2013).
Game jams have taken many forms over the years.
Themes can be as simple as a single word, picture,
sound or sentence, to more societal concerns or sen-
sitive subjects to solving challenging problems. Time
frames can be from 1 hour (0hgame, 2018) to 2 weeks
(Game Jolt, 2017) and take place in myriad locations,
from Universities to castles, planes to trains (Lindvay
and Wallick, 2019).
Game jams give students a better understand-
ing of prototyping practices in software development
(Fowler et al., 2013) and develop effective collabora-
tion skills (Musil et al., 2010)
Others have used game jams as an educational
tool, for example (Scott and Ghinea, 2013) using
game jams to teach issues of accessibility in games.
It would be remiss not to mention the most suc-
cessful game jam, the Global Game Jam, which in
2018 had 42,811 participants in 108 countries mak-
ing 8,606 games (Global Game Jam, 2019), and about
which many papers have been written (Shin et al.,
; Hrehovcsik et al., 2016; Fowler and Arya, 2013).
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