Citilab involved 22 partners from 10 European countries in the project JAM TODAY. The main objective of the "European Learning Game Jam Hub", is to establish a central point for networking for sustainable implementation and adoption of a new generation of educational games in Europe.
Game competitions organized for several years around the world and are a powerful tool to stimulate innovation in the creation, development and deployment of educational games. The "Game Jam" last for 48 hours and developed simultaneously in several places; offer the possibility of developing an idea into a potentially innovative solution around specific topics, while at the same time offers the opportunity to explore the development process.
In recent years, the Game Jam approach has been effective in getting the parties together around issues and challenges relevant. There is now a need to focus on the establishment of a sustainable learning center to raise awareness of educational games and their use in learning environments.
JAM TODAY seeks to achieve this by bringing together key organizations at regional, national and European level to carry out this work. JAM TODAY will support the creation, implementation and deployment of educational games through the creation of methods and tools, and by supporting events throughout Europe, at local, regional and national levels. In the growing interest in new learning environments, JamToday will also support games such interventions contextual awareness and encourage innovation among parties and sectors of learning with the intention of demonstrating the impact of real life. JamToday seeks to provide a replicable model of good practice in the design of environments for transformation and to provide methods and tools that have been validated from different perspectives.
Each year JamToday competitions will play at least seven sites in Europe. JamToday each competition will focus on a particular topic, and an annual pan-European event organized around a major theme. 2014 will be the improvement of ICT skills (such as learning or coding skills to create games); 2015 adopting healthier lifestyles (eg, eating or changing antisocial behavior), and in 2016 will support the learning of mathematics (such as maintaining participation).