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10 Years of Research With and On Hackathons

Published: 03 July 2020 Publication History

Abstract

Hackathon formats have been praised for their potential for promoting innovative thinking and making in a short time-frame. For this reason, hackathons have also been embraced by many researchers who use hackathons as part of their research in various ways. Through an extensive review of 381 publications published during a 10 year time span, we document the multiple ways in which hackathons are embraced and used by researchers The paper contributes to a better understanding of hackathons as part of research by providing a broad overview as a resource for researchers. We identify three main motivations for using hackathons as part of research: 1) Structuring learning, 2) structuring processes, and 3) enabling participation. For each of the motivations, we identify research with hackathons, and research on hackathons as two main categories. Drawing on several examples from the review we discuss benefits and challenges of using hackathons as part of research.

Supplementary Material

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    cover image ACM Conferences
    DIS '20: Proceedings of the 2020 ACM Designing Interactive Systems Conference
    July 2020
    2264 pages
    ISBN:9781450369749
    DOI:10.1145/3357236
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    Published: 03 July 2020

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    Author Tags

    1. hackathons
    2. literature review
    3. research method

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    DIS '20: Designing Interactive Systems Conference 2020
    July 6 - 10, 2020
    Eindhoven, Netherlands

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    • (2024)Investigating Hackathons with Collaboration AnalyticsProceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events10.1145/3697789.3697797(1-8)Online publication date: 11-Oct-2024
    • (2024)Timbre Tools: Ethnographic Perspectives on Timbre and Sonic Cultures in Hackathon DesignsProceedings of the 19th International Audio Mostly Conference: Explorations in Sonic Cultures10.1145/3678299.3678322(229-244)Online publication date: 18-Sep-2024
    • (2024)What Should Hackathons Do?: Bringing Up the "Cyborgly" and "Political" in Interdisciplinary Hackathon ResearchCompanion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3663713(257-260)Online publication date: 1-Jul-2024
    • (2024)Jamming with Culture - Piloting Cultural Game Jam with YouthProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3659424(945-950)Online publication date: 17-Jun-2024
    • (2024) Hack it with EDUCHIC ! Educational hackathons and interdisciplinary challenges—Definitions, principles, and pedagogical guidelines European Journal of Education10.1111/ejed.1265859:3Online publication date: 17-Apr-2024
    • (2024)The Future of Hackathon Research and PracticeIEEE Access10.1109/ACCESS.2024.345509212(133406-133425)Online publication date: 2024
    • (2024)How do we learn in and from Hackathons? A systematic literature reviewEducation and Information Technologies10.1007/s10639-024-12668-129:15(20103-20134)Online publication date: 13-Apr-2024
    • (2024)Partizipation durch Kreativ-HackathonNachhaltigkeit ermöglichen10.1007/978-3-658-44832-5_9(131-142)Online publication date: 27-Jul-2024
    • (2024)Hack Beyond the Code: Building a Toolbox of Human-Centred Strategies for AI LiteracyArtificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium and Blue Sky10.1007/978-3-031-64312-5_59(467-472)Online publication date: 2-Jul-2024
    • (2024)Toward More Gender-Inclusive Game Jams and HackathonsEquity, Diversity, and Inclusion in Software Engineering10.1007/978-1-4842-9651-6_16(275-294)Online publication date: 21-Sep-2024
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