Proceedings of the 11th International Joint Conference on Knowledge Discovery, Knowledge Engineering and Knowledge Management 2019
DOI: 10.5220/0008164300920101
|View full text |Cite
|
Sign up to set email alerts
|

Rethinking Strategies of Hackathons to Increase Team’s Creativity: Findings of a Qualitative Research

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

0
5
0

Year Published

2020
2020
2022
2022

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(5 citation statements)
references
References 0 publications
0
5
0
Order By: Relevance
“…At the end of the game jam, participants present the developed games to the audience, and each project is discussed in order to reach the conclusions of the event, offer remarks and announce the winners of the event. Tenório et al [48] suggest that in activities such as hackathons (similar to game jams) active working times should be reduced by proposing short challenges. This prevents negative emotions such as fatigue, discouragement, or fear, from arising.…”
Section: Methodsmentioning
confidence: 99%
See 4 more Smart Citations
“…At the end of the game jam, participants present the developed games to the audience, and each project is discussed in order to reach the conclusions of the event, offer remarks and announce the winners of the event. Tenório et al [48] suggest that in activities such as hackathons (similar to game jams) active working times should be reduced by proposing short challenges. This prevents negative emotions such as fatigue, discouragement, or fear, from arising.…”
Section: Methodsmentioning
confidence: 99%
“…This prevents negative emotions such as fatigue, discouragement, or fear, from arising. Therefore, they recommend events no longer than 48 h. Though some events can last as little as 2 h [9,10,48,49], the authors of this work opted for an intermediate duration of 6 h (as in [10]), during which students developed different video game concepts and playable prototypes in groups. During the game jams, participants would work in teams together with other students that they already knew since, due to time constraints, it seemed to be a suitable solution that could render optimal results.…”
Section: Methodsmentioning
confidence: 99%
See 3 more Smart Citations