Game jams, events where participants collaboratively create games within a limited time frame, have gained popularity as engaging and educational activities. Numerous studies highlight learning as a significant motivator for participation, positioning game jams at the intersection of pedagogy, design research, and game studies. A systematic literature review (SLR) using the PRISMA 2020 method was conducted to explore the state-of-the-art in game jams and game-making co-creation practices amongst Cultural Heritage Institutions, Creative Industries, Higher Education Institutions, and Youth Citizens in the context of X project. Out of the 68 eligible sources, 10 explicitly addressed the learning goals associated with game jams and constitute the sample of this study. The present article focuses on exploring what conceptualizations of learning can be found in the sources and how that learning process was structured throughout the game jams; specifically, what participants are learning, the methodologies employed, and how the learning was measured. A comprehensive understanding of the educational potential of game jams is important for game jam organisers as well for formal, non-formal and informal Education. The results show that although some articles use game analysis or questionnaires to measure learning, these results are not analysed or presented in depth. Furthermore, it could be noticed that serious game jams, explicitly designed to teach something, usually featuring more time consuming, due to the specific nature of an added layer to game jam: a serious theme that needs to be learned by the participants but also reflected in a game for educational purposes. This underscores the potential use of (adapted) game jams to promote learning regarding social issues, culture, or science in an engaging and dynamic way. This article reflects on those processes and the different conceptualisations of learning that can be found in sources that tackle this topic with regards to Serious and Cultural Game Jams.
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