Tag Archives: learning

#PLSIG Autumn Meeting 2017

PLSIG-1

A Tiny Epic Battle between good and evil

The Playful Learning Special Interest Group, that I co-chair with Nic Whitton, holds meetings each year in Spring and Autumn at different institutions around the UK. This allows existing and new members to join a meeting close to them, and also allows us to build on our thinking and ideas each time.

Last week we were hosted by Rosie Jones at the Open University’s Betty Boothroyd Library in Milton Keynes. Rosie has been a member of the SIG since its inception, and she and her talented team were the perfect hosts, preparing clever escape room challenges within the library for us when we arrived (thanks Cathy!).

We had our highest number of attendees, with 20 members (a good mix of veteran and new) traveling from around the country. Together we play-tested and discussed several new games and approaches from individual members (Amanda Hardy’s flexible Moodle Deck of learning design cards; Andy Walsh presented the work around using playful challenge cards with teams, that myself and Rosie have also been working on; and Katie Piatt crowdsourced questions from us for an upcoming sector chat about playful learning).

Ellie Hannan took us through a full session of her very clever SOTL game (see blog post from an earlier playtest) which increased our knowledge of research methodologies and saw us funding TV reality show research with dodgy ethics. We also helped Nic Whitton develop her very useful work around typologies of play, by looking at hundreds of images of activities to decide if they were playful or not.

PLSIG-2

The SOTL Game

On the final morning we asked the group to identify barriers against play in HE institutions,  then set them up as small senior management teams (VC, Finance Director and VC Learning and Teaching) and tasked them with developing three institution-wide policies that would increase the capacity for play in staff and students.  Some very interesting ideas emerged, including:

  • Playful social spaces (including ballpools or other areas inviting free play)
  • Email free hours each day or week / freeing up time
  • Celebrating failure through institutional awards
  • Removing a focus on metrics
  • Creative and playful recruitment process to encourage innovative staff to embed playfulness
  • 2 days a quarter for all staff to work on independent projects
  • Playful elements in staff and student induction, to promote playful ways of working
  • Playful facilitators (‘institutional jesters’)

Thanks to everyone who came and joined in the thinking, creating and play! The next live PLSIG meeting will be in May 2018, in Leicester.

If you’re interested in joining the SIG, see the Playful Learning Special Interest Group.

Playful Learning 2016 #playlearn16

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I’m deep in the planning phase of launching a new and playful conference this July, with my co-chairing colleagues from Manchester Metropolitan University (Nic Whitton and Mark Langan).

Our simple concept is to see what engaging things happen at the intersection of learning, play and games. We’re planning the conference around this, eschewing standard ‘paper reading’ sessions for more playful workshops or interactions; arranging some playful activities and surprises around the sessions and through the evenings; but most importantly setting up an environment where the surprising might happen.

Come and join us! http://conference.playthinklearn.net/

We’ll be posting more details on Twitter as the event approaches, too: https://twitter.com/playlearnconf 

 

Tell us a story: Narrative in games

Around holidays and travel I’ve been loading my i-devices with a number of games to explore, and have noticed a growing number of games where the story is not only the main focus, but is delivered in increasingly inventive ways.

lifelineOne of the simplest examples is Lifeline (iOS and Android, best on mobile) which is a text-only adventure based on a familiar outer space/alien invasion theme: however, a clever use of real time narrative delivery produces a strong sense of realism and urgency. You might help Taylor (the protagonist) decide where to travel, but he’ll then tell you it might take a few hours – and that’s it for a few hours: you won’t hear from him again until he’s arrived (or something happens en route). It’s a simple trick, but one which immediately gives you agency: you’re very much in step with the character – he waits until you have time to help, and you wait until he needs it again: you might go to bed having found Taylor a safe place to sleep, then wake up to find out whether he has survived the night.  The story is, in itself, interesting too – with a number of branching paths and alternate endings.

More complex examples come from Inkle, who have been faithfully and cleverly transposing Jackson and Livingstone’s original Fighting Fantasy (‘choose your own adventure’) book Sorcery into a four-part iOS/Android game. The original text has been chopped into short sections, that sometimes provide a straight ‘choose path A, B or C’ as in the original books, but sometimes merge with other game mechanics, such as motion-based fighting, or the rolling of dice in a gambling game. The narrative unfolds on a beautiful map, and the latest chapter (Sorcery 3) includes visual/narrative layers which change based on the time zone you’re currently in. It’s a clever, compelling mix which is just as thrilling as more graphically complex adventure games.

Sorcery's mix of narrative and graphic action

Inkle’s most recent game is 80 Days (iOS/Android) – that, you’ve guessed it, is based around the Jules Verne classic text. Again, here they’ve taken the original text from the book (though in this case, embellished it with their own creative additions) in order to set up an exciting race around the world. The transfer to a game means that many more routes and forms of transport are available than Phileas Fogg and Passepartout had available in the book: meaning that replaying is as exciting as the first play through. But what struck me most was the depth of branching storytelling: on each mini journey – say in an airship between Acapulco and the Caribbean – various narrative paths open up around the passengers on board with you, which can seriously affect your onward journey both positively and negatively. As with Sorcery, the surrounding graphics and game mechanics are beautifully executed, but its the way the strong narrative has been embedded completely with the gameplay that elevates the experience.

These are just a few examples of the growing number of games looking to use narrative in more creative ways, and in combination with other interesting game mechanics. The value of such an approach in a learning context is obvious in areas where narrative is studied (English language and literature): but such an approach might work well in other disciplines where learners need to engage closely with any text – how about turning legal cases into branching narratives to explore the real world implications of different decisions; or adding battle mechanics into a study of Anglo-Saxon saga poems?

In Focus symposium on Games, Gamification and Games Based Learning

The Centre for Distance Education (CDE) at the University of London have, for many years, run an excellent annual conference on Research and Innovation in Distance Education (RIDE). They also, from time to time, host occasional symposia on current issues in HE. Late in 2014 I was approached by Steve Warburton to design and co-host one such ‘In Focus’ event around games and gamification (linking into the current interest in this area).

Adrian Hon speaking

Adrian Hon (SixToStart), one of our invited speakers

I’ve known Steve for a while, and it was a real pleasure to work with him over the next few months to scope out and book a range of perspectives on games, gamification and learning from HE and industry. We particularly wanted to set up points of contention/discussion, and also include ample opportunity for active playful participation.

The symposium took place on 4th March 2015, in the impressive surroundings of Senate House, and from our point of view certainly fulfilled the above aims: we had the 100-strong audience scrabbling under chairs and on the floor to create epic stories from brickabrack, solve clues and battle for grand prizes; over lunch groups were playing noisy games of CubeQuest; and we heard some challenging perspectives for and against ‘gamification’ along with some inspiring examples of well designed games-based learning experiences.

I’d designed a new variant of my ‘Curate-a-fact‘ game to get teams working together during the day, and it worked a treat – with eleven teams (60 people) submitting games by the end of the day.

Participants playing card game

Participants playing the conference game

A detailed writeup of the event will soon appear on the CDE site, but in the meantime there’s a great Storify narrative which gives a good sense of the day by Katie Piatt, and pictures on Flickr.

 

International Reflections: HETL 2014

Alaskan mountains reflected in lake

It’s not often one gets a chance to visit far-flung parts of the world for work when you’re in higher education;  so as part of the development funds I received for my National Teaching Fellowship, I decided to earmark a couple of international conferences. The Higher Education Teaching and Learning conference was the first of these: organised by the US-based HETL Portal, this year’s conference was taking place in Anchorage, Alaska.

Bear statue on shopfront, AnchorageTwo things were immediately attractive: the location (I’d never visited Alaska but am a big fan of mountains, snow and lakes – and Northern Exposure*), but more importantly, that very location meant that it was attracting participants from every continent: access being easy for Asia and Australasia as much as North and South America. What better chance to get an overview of current issues in higher education across the world?

And so it proved. The attendees were a fascinating mix of senior learning and teaching staff (pro-VCs and equivalent) with innovative and highly engaged ‘regular’ teachers: so whilst one of the spacious, discursive sessions might present 3-4 fascinating case studies of innovative teaching; the next would feature a prolonged discussion around organisational strategy: a perfect professional development experience, on all levels.

Highlights were many, and aided by the edict that there could be no powerpoint (or digital) materials: it was voice and handouts only. This shifted many sessions into very thoughtful narratives or interactive events; with a handful spoiling this by discovering a rogue projector and reverting to reading off their slides. Those who thought about this ‘limitation’, though, delivered. Colin Potts (Georgia Tech., USA) started the conference with a bang by calling HE a ‘blip’ on the lifelong learning landscape: noting that this is the first generation who can’t say “I don’t know” (Google being constantly to hand), and that students are forced by HE to study a narrow subject path, when they are naturally more widely interested. John Doherty and Walter Nolan (Northern Arizona, USA) then guided us in a lively and discursive workshop around engaging colleagues in creative curriculum  design: a conversation from which led to a more relaxed discussion of institution-level curriculum planning with Frank Coton (Vice-Principle Learning & Teaching at Glasgow) over a beer and looking out at the Alaskan mountains from the venue’s 15th-floor “chart room”.

Anchorage street with mountains in distance

A view of snowy mountains in every direction

The following day saw a number of examples of the use of video to engage and support students – in ‘flipped classroom’ approaches and as co-created artefacts for peer support. I presented as part of a session focussed on games-based learning, which drew a large group and resulted in an excellent discussion after the four different, but all interesting, papers (aided, perhaps, by my imported Cadbury’s prizes). iPad use featured heavily in other sessions: my research colleague Claire Hamshire (Manchester Metropolitan) describing her use of iPads for medical teaching; Carrie Moore and Vicki Stieha (Boise State, USA) assigning group roles to students using iPads in a research exercise – and finding that students, when given a clear role, self-policed the group much more effectively; and Kriya Dunlap (Alaska Fairbanks) gave out iPads to his students with initial guidance, but then left them to work out the most effective use for their studies – they ended up co-publishing a paper together on the processes. This latter example is a similar approach to that we’re using with our Medicine first years, to similar positive effect.

A session on institutional change for learning technologies featured some fabulous methods and approaches, such as providing video booths for students to drop in and voice their needs and frustrations (e.g.. “I want my timetable on my smartphone”): which the senior management were so affected by that they implemented a major overhaul of all institutional systems – and staff development plans – to focus on student needs (Brian Webster, Edinburgh Napier). Frederic Fovet (McGill, Canada) described his institution’s application of Universal Design for Learning (UDF) which designs curricula from an inclusive base (so that the whole curriculum is naturally accessible to all). Another fascinating paper came from Jeffrey Schnepp (Bowling Green State, USA) and Christian Rogers (Indiana/Purdue, USA) who used a Professor Layton style method of trading hints for points in end of year exams: students could opt to trade a percentage of the available mark for a hint about the question, on a question by question basis. Their trial is ongoing, but initial results showed a small increase in the average grade, with around 70% of students opting for at least one hint.

There were too many other interesting sessions, discussions and informal chats to mention: in many ways it was a never-ending wave of engaging topics. Conversations went on long into the night, too, courtesy of the midnight sun (the sky looked as if it was noon, around 11pm) and some very good Anchorage restaurants: and even after the conference finished we were still discussing the topics over coffee (finishing with a fascinating chat to David Giles – Flinders, Australia – about focussing on playfulness and the ability to fail, in learning design).

To get the best flights, I was left with a day and half after the conference to explore some of the fantastic scenery around Alaska, and joined Claire and others on a jaw-droppingly-beautiful train journey down to the port at Seward, where we boarded a boat to view whales and other sea life. The following day, we hiked up one of Anchorages smaller mountains, Flattop Mountain, which was still quite a serious climb, rewarded with snow to trample at the top.

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Altogether, HETL 2014 and Alaska made for an amazing, once-in-a-lifetime experience: a fabulous conference, fascinating people, and stunning place. I feel both privileged and humbled to have been part of it.

*Northern Exposure, it turns out, was actually filmed in New York state; and contrary to the strap line, I saw no moose on any corner.
 

Counterplay 2014: Make People Play

I’ve been in touch with Mathias Poulsen, applied games evangelist working in Denmark, for several years: we have a shared interest in authentic contexts within games for learning. And so it was without any hesitation that I accepted an invitation from him to speak at a new conference he was organising based around the central idea of playfulness.

Counterplay a festival of play and games – brought together three aspects: playful learning, playful culture and playful business. More importantly, the sense of play extended to the whole event, with the fascinating cultural spaces in beautiful Aarhus used to great effect.

The 360° rainbow roof of Aarhus's ARoS art museum

The 360° rainbow roof of Aarhus’s ARoS art museum

Starting in Aarhus’s forward-thinking main library (games consoles and playful areas mix with the shelves of books), Mathias opened the conference by describing his aims in creating it, and then we were straight into an excellent opening keynote from Thomas Vigild (Head of Vallekilde Game Academy, Copenhagen) which looked back at classic definitions of play and linked them to modern examples in games and experiences, with a good sense of humour. The theme which I found most interesting was pausing within play: allowing us to reflect on our actions, think about what might be next, and strategise.

Splitting into the three tracks then, I caught a talk by Santeri Koivisto (Teacher Gaming LCC, creators of Minecraft Edu) who explained how they help teachers across the world to utilise Minecraft and now Kerbal in helping students to create landscapes, structures and stories for themselves. I switched to the culture track then, to hear Steen Nielsen – the Gaming Librarian from the Aarhus Library – talk about their plans for a new library building currently being built on the waterside. The interior has been designed around the ideas of children and adults playing, with media and traditional play spaces built in to the structure. Steen also described the kind of activities they run within the current library: from board game evenings to mini alternate reality games.

After lunch Kirsten Campbell Hughes from London’s EduGamesHub described the trials and benefits of creating and running the LEGup meetings. Mathias then hosted the first of three ‘open space’ discussions – two of which I participated in. The first asked how we could promote a culture of playfulness, and produced some great examples of small playful aspects from around the group (such as slow ninja fights for groups, or juggling to focus the mind). The second, the following day, split into various groups – and mine held a deep and engaging discussion about how we could introduce play and games into more schools and universities (create playful examples within teacher training or staff development days; and provide teachers with a few simple but powerful games to engage students in difficult skills like group work, reflection, problem solving etc.).

Godspanen cultural area

Godsbanen cultural area

At the end of the main talks we headed over to Godsbanen – where a Spilbar had been set up (game bar) in one of the warehouses. The area is a reclaimed space for artists, designers etc., and the warehouse housed a number of collaborative multiplayer games on consoles, kinects, and card games. I had great fun playing the unreleased Joust with the Kinect. More card games were played throughout the delicious meal, and we ended up finishing the night in (of all places) a Sherlock Holmes theme pub, complete with slightly creepy waxwork models and a displaced, thematically, karaoke bar.

There were play spaces within the main conference, and on the second day I spent some time watching and playing with beat blocks, music tiles and the utterly fun/frantic modular floor tiles from Playware. The sessions started with Phil Stuart showing examples of well-designed digital games; Harald Warmelink describing his PhD study linking online gaming/gamers to playful aspects of the  work environment; and Jean-Baptiste Huynh (the man behind Dragon Box) describing his national Norway Algebra Challenge – the success of which, and interesting model, came from a co-ordinated staged launch across the country with students battling against each other (modelled on the MOOC concept – learning small chunks at the same time). I then shared my thoughts about using simple contextual games to create authentic learning experiences – including some interactive Lego modelling – before Henrike Lode (designer of the excellent Machineers learning game, which I first saw a few years ago when Henrike was just graduating) gave an impassioned speech about killing off ‘edutainment’ and bad gamification, and gave us four examples of games where both the game and the learning had been designed properly together, to maximum effect for each.

I must make a quick mention here of the fabulous group of people at the conference, which provided for some fascinating discussion and shared learning across the two days and evenings. Special mention has to go to Zuraida Buter, playful curator of many things including the Global Game Jams, and Mathias, Henrike, Santeri, Thomas and Tobias mentioned elsewhere here: who made my trip much more valuable with their insights and long discussions over coffees and Danish beer.

Closing slide from Miguel Sicart: make people play

Closing slide from Miguel Sicart: make people play

The conference was wrapped up in perfect style: firstly with an experiential look at how Tobias Staaby uses zombie games (The Walking Dead and Last of Us) to teach complex psychological and ethical concepts to his classes (stopping for group discussion/voting at key decision points in the narrative). Miguel Sicart then provocatively claimed that games should die: but went on to make the clever observation that play and playfulness are what we need to aim for. A game may help people to become playful (although equally, so could objects or other people), but ultimately the game will be forgotten, whereas a sense of play can pervade and live on, through other experiences. It was a rousing call to arms – and finished the conference on a perfect slide:

make people play

Congratulations to Mathias for a truly excellent and immersive first conference: a playful format, playful topics, playful participants from diverse sectors, and a game which is set to play for many more rounds yet.

ECGBL 2013 – Porto

Porto-1

Now in its seventh year, the European Conference on Games Based Learning this time brought researchers and practitioners from across Europe (and beyond) to the picturesque town of Porto.

The conference always stands out for its participants and networking opportunities; but this year a ‘learning game competition’ had been added to the bill, which added some industry people as well as academics, making it one of the best yet for discussion and potential collaborations.

The papers themselves were a mixed bag: several presented a worrying return of the worst ‘serious game’ approach to learning games: designing basic subject quizzes with a graphical or gamified wrapper, with no pre- or post- evaluation of the approach. These hold the field back rather than helping to take it further.  But they contrasted with others which were truly thoughtful and provocative: great for filling the generous 30-minute slots with some detailed questioning and discussion.

Highlights for me were:

  • A ‘nuclear threat’ pervasive game used by Trygve Pløhn to teach action script programming, which sat alongside standard classes to apply the students’ skills to real life situations. What was most interesting was the way Trygve used real-life breaking news from Iran to adjust his story as it unfolded, engaging the students as he went.
  • Stine Ejsing-Duun and Thorkild Hanghøj presented a fascinating lens on pervasive games, looking at an example from a high school where children tried to ‘cheat’ the system to gain points or advantage: they posed the question – is this really cheating, or creativity? And presented theoretical axes to house the different examples of cheating/creative work they had observed.
  • Several papers focussed on using game design workshops for group training (teacher training, student group work etc.), which were all successful – the best ones based on rapid paper prototyping as described by Nathalie Charlier and Nicola Whitton (the MAGICAL project). Hanghoj, in another paper, focussed on carrying on the development after the design workshops, leading to a good discussion about transfer/reflection activities afterwards.
  • Anna Arici and Sasha Barab (of Quest Atlantis fame, from Arizona State University) presented their new Atlantis Remixed project, which uses Mary Shelley’s Frankenstein setting to teach students critical thinking, ethical and other skills through a compellingly designed game interface. What was more interesting still were the student and teacher dashboards they are developing to allow students to collect and describe their skills from various games/activities in one place; and allow teachers to track the development of pupils in real time.
  • I presented the beginnings of an investigation into the use of real contexts within learning games and activities, for which I gathered a wealth of material and comments from the audience members. I’ll present these ideas and additions in a future post.
  • Robyn Hromek, from the University of Sydney, presented her psychology-based range of home made games which she uses to help troubled children in Sydney schools. Based around psychology theory, the games were interesting in that they use very little competition, and instead focus on collaboration and helping other players.
Barrels in the Taylors Port Cellar

The Taylors Port Cellar

The first day ended with a leisurely walk through the picturesque streets and river bank of the city, culminating with a tour of one of the Port-wine manufacturer’s cellars and a meal/tasting session, which was a lovely touch and a little immersion into the local culture.

The second day closed with the results of the game design competition, which Atlantis Remixed deservedly won – with a hand-made and very clever Chemistry board game/activity ChemNerd from Jakob Thomas Holm coming second (especially interesting for its multiple events linking each stage of chemistry investigation – ending with a real live experiment). Third place went to Ian Hook and Roman Hodek of Lipa Learning, who presented their ambitious linked range of iPad games for 2-6 year olds.

All in all, I met some fabulous and fascinating new people, discussed some intriguing and important new and old approaches, and topped it off with a fine glass of port. Not a bad couple of days at all.

Game design winners: Holm, Barab and Hook

Game design winners: Holm, Barab and Hook

 

New Traditional Games for Learning: A Case Book

New Traditional Games for Learning: A Case BookShiny new copies of a rather special book arrived in the post today.

Around a year ago, I started to seek out examples of games used in education that eschewed the usual focus on digital, and instead focussed on more traditional forms: using cards, or dice, or group activity, to engage learners and teach them through playing.

With my co-editor Nic Whitton, we uncovered thirteen fascinating examples of truly creative game design – all built around learning aims, but with a focus on core game design principles. In most cases, the development costs were minor: materials used ranging from blank cards and felt-tip pens, to short-run boxed board games. More importantly, none of the creators are professional game designers – they are teachers, lecturers, trainers who identified a need in their own context.

What this book presents is therefore something we’re very proud to have assembled: thirteen important, fascinating and useful case studies which span a range of educational levels and modes, that provide anyone interested in developing good, engaging (and most of all, fun) learning games with a wealth of ideas and advice. As a coda, the book finishes with a chapter by a professional board game designer who describes the tricks of the real trade.

It’s available later this month direct from Routledge, or from Amazon (with a Kindle version to follow soon).

Storyville – the HEA A&H Conference 2013

Image by musical photo man, http://www.flickr.com/photos/7622958@N04/6659134537/

I’d been looking forward to  Storyville 2013, the Higher Education Academy’s 2013 Arts and Humanities conference, for two reasons: firstly, the excellent title/theme of narratives and storytelling; secondly, the fact that the first combined HEA Arts & Humanities conference in 2012 had been one of the most rewarding I’d attended.

The theme ensured that many of the presenters had thought much harder about what they were proposing – and the range of flexible session types with an emphasis on interaction (short and long workshops, ‘wildcard’ sessions,  panels) meant that the usual sit-and-listen stance of an academic conference was very definitely not in evidence. This, combined with a very convivial setting in the large open plan ground floor of the Thistle Hotel in Brighton, ensured that there were always interesting stories, thoughts and chatter to be found.

I’d been invited to begin the conference by attending one of the HEA’s policy breakfasts – this particular one on the multitude of pertinent issues changing the face of Higher Education currently. From a range of discipline bases we discussed the effect of fees, shifting socioeconomic student makeup, and the role of academic and transferrable skills. I was impressed by the level of discussion and range of responses offered, and it is pleasing to see the HEA taking a proactive yet communal role in considering such key issues.

The opening keynote, from Vicky Gunn (Director of the Learning and Teaching Centre, University of Glasgow), drew on her own subject base of early medieval philosophy, to question the “tall tales we tell about teaching”: which stories we inherit from our own experience as students or apprentices, and which ones we choose to pervade or reject when faced with new and changing narratives as lecturers. There was to be no soft anodyne start to this remarkable conference: Vicky both commanded and rewarded thoughtful attention, as she introduced her ideas through some engaging personal stories.

Photograph by Katie Piatt: http://www.flickr.com/photos/katiepiatt/8880808116/in/set-72157633789726964It was straight into my own session then, taking a room of participants through an energetic, mildly competitive game design workshop (using the model I developed with Nic Whitton, but this time ably delivered with Katie Piatt, who popped in from her local University of Brighton and also captured the session beautifully in photographs). A number of compelling stories, and very workable games, emerged 90 minutes later.

Sadly, I was only able to stay for the first of the two days, due to a conflicting invitation to another excellent event (report to follow); but even the one day was full to the brim of interesting and challenging sessions. Before a good lunch,  short papers covered the use of the Hunger Games as a metaphor for teacher training (in particular, equipping oneself effectively and creatively for particular challenges); and the use of abstracts as a peer discussion/reflection tool for students submitting essays – this latter paper gave rise to a really interesting discussion of the use of shorter summaries (abstracts, précis, even one line and 140 character forms) to encourage reflection on the main structure and arguments in an essay; and to provide peers with an easy way to compare approaches in a tutorial or seminar setting.

In the afternoon, I chose two longer workshops for their challenging natures. The first presented Keith Turvey’s narrative ecology heuristic as a way to make sense of professional (and personal) identities. Working with a colleague who runs the HE programmes at Circus Space (in itself an interesting challenge in mapping contexts) we struggled at first with the approach, thinking it to be over-dependent on technical determinism; but working with Keith we found it quite rewarding to use his ‘arch’ structure as a way to think about dependencies: aspects of persona which need other aspects to cement or grow them. By the end of the session we could see some use in using this with students to reflect on their own academic and professional development. The second workshop was way out of my comfort zone – the use of dance to investigate the state of ‘flow’ (Csikszentmihalyi) as a measure of connectedness/engagement with a learning activity. Although my own attempts stopped fairly early and I retired to the sides to watch (and no, there is no video evidence), our observation/participation was used to great effect in the prolonged discussion afterwards (a good half an hour after the workshop was due to finish), covering a range of methods one might use to observe/measure flow in more traditional learning sessions – and why one might want to.

The day finished with the conference dinner, where more stories were shared over an excellent meal. By the end of a long day (8am to midnight), my head was spinning with the range of different tales I’d been part of. Although my own narrative shifted to Belfast the next day, I kept a close eye on the busy Twitter stream (collected here) which gave glimpses of further fascinating narratives.

As we discussed over dinner, it is hard to see how the Arts & Humanities team can top this next year: but with two excellent, thoroughly interesting/stimulating events to their belt, I’m sure they’ll have a good go.

GLSIG May 2013 – Huddersfield

For our latest face-to-face meeting of the Games and Learning Special Interest Group (GLSIG) we made our way north to the beautiful town of Huddersfield, to be welcomed by a very generous Andy Walsh as host at the town’s University.

Huddersfield campusWith ten members present (and others joining in online through the live-blogging we debuted this year), we launched straight in over lunch to playtest a new card-and-description game I’m designing for the Engaging Visitors Through Play event at the end of May. That event is for museum professionals, and my aim was to teach them about simple contextual games through a simple contextual game involving curating a group of artefacts. The play test was incredibly helpful, simplifying my overly-complex rules and producing a much leaner game.

We then launched into the main session of the afternoon – new member Simon Grey (University of Hull) setting up four Raspberry Pi’s and launching Minecraft on each of them. Simon uses this set-up to teach basic programming skills to his students, and he took us through the method. Many of us had some background in programming in the dim and distant past, and we found ourselves learning loops, if-else statements and functions in Python, whilst seeing the results in technicolour lego blocks within Minecraft. It was a highly engaging way to learn (programme-see a reward) and we followed our practical test with a good discussion about this method and its potential, over some magnificent cake.

We finished the first afternoon with a deep delve into games and learning theory, Nic Whitton leading us through a structured set of themes to crowdsource our collective knowledge of work in the field. This proved to be a highly useful, thought provoking task for all, and neatly finished off our aim to mix theory and practice in all GLSIG activity.

Jackalope?

One of the strange beasts overlooking our table

For the now-traditional evening games, drinks and deep conversations, Andy led us to a quite remarkable pub (The Grove – more real ales and mythological stuffed-creatures-on-shields than you could shake a jackalope at). We played some weird and wonderful independent card games (We Didn’t Playtest This At All, Zombie Dice and Diggity) – all interesting in their own way, with Diggity taking the most time to work out a strategic approach to – and shared our knowledge of (and played through a few too many) drinking games.

Friday morning saw us shake off any wooly heads with my and Nic’s Game Design Workshop (a 60-120 minute fast-paced game creation experience which we’ve now run successfully for a wide range of participants) – our two teams coming up with a pair of highly original games within the space of 50 minutes. We then merged with online GLSIG members to discuss potential ways to free up time and gain funds for research and practice in the field: whether small local practice, or bigger inter-institution projects. In the process, we resurrected the SIG’s parked Ninja Badges project and set it back in motion for the coming year. SIG business then rounded off the 24-hours, and we all set off happily back to our various corners of the UK.

Deep in game design mode

Deep in game design mode

Another excellent event, and one which mixed theory and practice particularly well: giving us all tangible things to take away and implement, in addition to new theoretical avenues to explore. Special thanks go to Andy and the University of Huddersfield for being fine hosts, and to all the GLSIG members who played active and playful roles.

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