DADIU - A game development learning environment with multiple educations

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Resumé

How to design and manage a game development semester with students across 12 different educational institutions - and what are the students’ experiences, feedback and employment after graduating?
This study will describe the concept and the experiences of the students at the National Academy of Digital Entertainment in Denmark (DADIU). Each autumn semester, master students from a wide variety of educational institutions - from engineers to artists - collaborate with the goal of producing playable games with high artistic and technical ambitions. DADIU was founded by a group of educators from all over Denmark in collaboration with the games industry in 2005. The different game production disciplines provide the students with a common language and practical experience. Moreover the long term ambition was to build an industrial network of students graduating from DADIU. Today, the more than 100 students participating in DADIU each semester come from universities and art schools in all of Denmark and the collaborative learning environments are present at multiple campuses.
In the paper we describe the DADIU learning environment and investigate recent feedback from students as well as analysing the long term industrial effect regarding employment and entrepreneurship data from an alumni survey(N=308), conducted in 2017.
According to the Alumni survey, 87% found that DADIU lived up to their expectations, and 91% would recommend participating in DADIU to others. Respondents see DADIU as a life-changing experience and a great networking and career kickstarter. They also state that DADIU is a different way of learning. When asked if there was anything they wished DADIU had prepared them for, most answers focus on entrepreneurship, general business understanding, how to create a company, how to raise funding, and how to get into the games industry. At the time of the survey, 85% had a job, 12% owned their own company and in total 13% (or 34) were unemployed – 15 of those graduated in 2016. The respondents were roughly working in three equal-sized categories: One third in the game industry, another third in a directly related industry, and one third completely outside. 7% of the respondents owned a company. 40% of the company-owners describe their business as within the games industry.
The current feedback from the last two years show that students appreciate the concept and are very motivated while attending the DADIU semester.
OriginalsprogEngelsk
TitelECGBL 2020
StatusUnder udarbejdelse - 1 dec. 2019

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learning environment
education
semester
student
industry
Denmark
alumni
educational institution
entrepreneurship
experience
entertainment
academy
artist
networking
engineer
funding
career
educator
art
university

Citer dette

Fog, H. S. (2019). DADIU - A game development learning environment with multiple educations. Manuskript under forberedelse. I ECGBL 2020
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title = "DADIU - A game development learning environment with multiple educations",
abstract = "How to design and manage a game development semester with students across 12 different educational institutions - and what are the students’ experiences, feedback and employment after graduating?This study will describe the concept and the experiences of the students at the National Academy of Digital Entertainment in Denmark (DADIU). Each autumn semester, master students from a wide variety of educational institutions - from engineers to artists - collaborate with the goal of producing playable games with high artistic and technical ambitions. DADIU was founded by a group of educators from all over Denmark in collaboration with the games industry in 2005. The different game production disciplines provide the students with a common language and practical experience. Moreover the long term ambition was to build an industrial network of students graduating from DADIU. Today, the more than 100 students participating in DADIU each semester come from universities and art schools in all of Denmark and the collaborative learning environments are present at multiple campuses.In the paper we describe the DADIU learning environment and investigate recent feedback from students as well as analysing the long term industrial effect regarding employment and entrepreneurship data from an alumni survey(N=308), conducted in 2017.According to the Alumni survey, 87{\%} found that DADIU lived up to their expectations, and 91{\%} would recommend participating in DADIU to others. Respondents see DADIU as a life-changing experience and a great networking and career kickstarter. They also state that DADIU is a different way of learning. When asked if there was anything they wished DADIU had prepared them for, most answers focus on entrepreneurship, general business understanding, how to create a company, how to raise funding, and how to get into the games industry. At the time of the survey, 85{\%} had a job, 12{\%} owned their own company and in total 13{\%} (or 34) were unemployed – 15 of those graduated in 2016. The respondents were roughly working in three equal-sized categories: One third in the game industry, another third in a directly related industry, and one third completely outside. 7{\%} of the respondents owned a company. 40{\%} of the company-owners describe their business as within the games industry.The current feedback from the last two years show that students appreciate the concept and are very motivated while attending the DADIU semester.",
author = "Fog, {Henrik Sch{\o}nau}",
year = "2019",
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DADIU - A game development learning environment with multiple educations. / Fog, Henrik Schønau.

ECGBL 2020. 2019.

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

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N2 - How to design and manage a game development semester with students across 12 different educational institutions - and what are the students’ experiences, feedback and employment after graduating?This study will describe the concept and the experiences of the students at the National Academy of Digital Entertainment in Denmark (DADIU). Each autumn semester, master students from a wide variety of educational institutions - from engineers to artists - collaborate with the goal of producing playable games with high artistic and technical ambitions. DADIU was founded by a group of educators from all over Denmark in collaboration with the games industry in 2005. The different game production disciplines provide the students with a common language and practical experience. Moreover the long term ambition was to build an industrial network of students graduating from DADIU. Today, the more than 100 students participating in DADIU each semester come from universities and art schools in all of Denmark and the collaborative learning environments are present at multiple campuses.In the paper we describe the DADIU learning environment and investigate recent feedback from students as well as analysing the long term industrial effect regarding employment and entrepreneurship data from an alumni survey(N=308), conducted in 2017.According to the Alumni survey, 87% found that DADIU lived up to their expectations, and 91% would recommend participating in DADIU to others. Respondents see DADIU as a life-changing experience and a great networking and career kickstarter. They also state that DADIU is a different way of learning. When asked if there was anything they wished DADIU had prepared them for, most answers focus on entrepreneurship, general business understanding, how to create a company, how to raise funding, and how to get into the games industry. At the time of the survey, 85% had a job, 12% owned their own company and in total 13% (or 34) were unemployed – 15 of those graduated in 2016. The respondents were roughly working in three equal-sized categories: One third in the game industry, another third in a directly related industry, and one third completely outside. 7% of the respondents owned a company. 40% of the company-owners describe their business as within the games industry.The current feedback from the last two years show that students appreciate the concept and are very motivated while attending the DADIU semester.

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