Understanding and improving the culture of hackathons: Think global hack local
Authors:
- 1 October 2015
- conference paper
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-8
Abstract
Hackathons bring developers, artists and designers together around a shared challenge: ideate, plan and create an application in a highly constrained time frame. A way to socialize, solve problems, and strengthen soft and hard skills, hackathons have grown tremendously in popularity in the last half decade. Despite this growth, it has been noted that females do not participate in hackathons with the same frequency as males. Some theorize that the hackathon culture is intimidating, does not appeal to women, or that it acts to amplify pre-existing cultural biases in computing. In this paper we introduce an alternative format for hackathons to address these issues. Think Global Hack Local (TGHL) is a non-competitive, community-based hackathon that connects non-profit organizations with student developers. Students donate a weekend to solve problems that these organizations otherwise lack the resources to solve. To date, there have been two TGHL hackathons, and we have observed many interesting divergences within the culture of TGHL in comparison to other hackathons. Response has been positive, and nearly all of them indicate that they would do it again. By adopting some of these ideas, we believe that hackathons can become an environment that is more inclusive and fun for all.Keywords
This publication has 20 references indexed in Scilit:
- Playful Game Jams2014
- Quality Hackathon2014
- Critical making hackathon2014
- Game jam2014
- OCData Hackathon @ CSCW 20142014
- An International Study on Learning and Process Choices in the Global Game JamInternational Journal of Game-Based Learning, 2013
- Game jam2013
- Game JamsInternational Journal of Game-Based Learning, 2012
- The STARS AllianceACM Transactions on Computing Education, 2011
- Synthesized essence2010