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Pre-Conference Workshop M4

“Be a Game Changer!” Making Learning Addictive Using Game Design Thinking and Practices

Date Wednesday, Nov 30 Time   –   RoomTiergarten Price: 95.00 € Status: fully booked

Workshop leaders

OEB speaker Sylvester Arnab

Sylvester Arnab

Reader in Game Science, Co-Lead Research, Coventry University, UK

OEB speaker Helen Keegan

Helen Keegan

Principal Project Lead, Coventry University, UK

OEB speaker Luca Morini

Luca Morini

Research Assistant, Coventry University, UK

OEB speaker Samantha Clarke

Samantha Clarke

Researcher, Coventry University, UK

Content

In this hands-on workshop, participants will be introduced to several Game Changers projects including the escape room-influenced EscapED, the card game What’s Your Story, the pedagogical toolkit Flipped In A Box - and of course the Game Changers Open Course (including Web TV). These case studies will be presented both for inspiration and also to demystify the development process. Participants will be guided on how to develop engaging game-based learning solutions that are focused on the message ‘technology enhanced, not technology led’. Embodying this message, the workshop will shed light on how to assess the learner’s needs and to adopt the right technology accordingly. The workshop will also discuss some of the most commonly used methods and tools for developing digital games that participants can look to apply in their own gameful developments.

Using a design sprint methodology, participants will develop core skills in collaborative and interactive games design and by the end of the workshop will have developed blueprints for their own gameful and/or playful learning experiences.

The Workshop will help participants in furthering their understanding of playful and gameful approaches to learning and, more in general, demystify the process of game design and development as something strictly hi-tech based (and therefore hardly accessible to many learners and teachers). This will in turn facilitate the development of participants’ game ideas, be they for serious games or for any other kind of playful implementation, and provide them with basic toolkits and frameworks for designing and implementing playful learning experiences, therefore promoting the emergence of a more playful, creative culture in their everyday contexts.

Agenda

PART ONE – setting the scene

  • Introduction to Game Changers
  • Game Changers holistic approach (the 4 layer model for game design considerations)

PART TWO – in practice

  • Back to basics: paper based approach (storytelling and interactive fiction)
  • Co-design teacher/student experience (digital tech example – setting scene for a hybrid approach)
  • Hybrid approach: escapED (leading to a design framework to be used for the sprint)

PART THREE – hands on development

  • Sprint
  • Elevator pitch
  • Voting

Target audience

  • Educators who are interested in implementing playful/gameful approaches to their teaching and learning practice.
  • Facilitators of organizational learning.

Prerequisite knowledge

The Workshop is oriented at giving even complete newcomers to game design a hands-on experience of how this systemic, iterative process works. The workshop will highlight the inherent value of collaborative game design thinking and practices as pedagogical and heuristic approaches, their deep potential for community and team building, and will explore their possible applications in a variety of learning/organisational contexts and through a plurality of transmedial technological supports and environments.

Outcomes

After the Workshop participants will be able to recognise and implement basic game design patterns and techniques, independently from the specifics of context and the technologies at hand, and to employ their newfound gaming literacy in the reframing of everyday organisational and educational issues. Participants will also be expected to be able to autonomously replicate (and promote transmedially) the experience in their own workplaces or teaching/learning contexts, promoting the emergence of playful/gameful cultures, conducive to innovative problem framing and solving practices.