Just another week at work – perhaps. Spending 4 days “playing” with Lego bricks may sound like it is just a walk in a park. 3 days down! It has been rather intense with long hours. But it is worth the effort so far. And getting certified as a Lego SeriousPlay (LSP) facilitator at the end of it will definitely be the icing on the cake.
My first experience of LSP was when I was in Alan McShane’s workshop at the Gamification World Congress, where he added a bit of gamification in the LSP process.
The LSP approach has really opened up opportunities for us to uncover and discover new insights and knowledge in a playful and tactile process, i.e. “thinking with our hands”. Looking forward to designing and running our own workshops! More reflections once I have been certified!!! One more day!
Some tweets and pics from the last three days.
We have been piloting a learning game co-design and production approach between teaching staff, students and researchers based on the holistic game-design approach, which has led to the development of a location-based game for learning basic Italian. The game, aptly called ImparAPP is still in the prototype stage, where it is currently being evaluated with our students at Coventry University.
Developed using the TaleBlazer authoring tool, the game allows students to learn Italian and discover Coventry city at the same time. A player will explore the city from point to point (on the map) searching for clues as part of the game quests, absorbing as much of the Italian language as possible through interactions, quizzes, videos and audio cues and use them to tackle the in-game challenges and ultimately progress the story of the game. Any items collected will be stored in the inventory. The game dynamics are facilitated via engaging narrative and story as the players go through the locations that are triggered as they complete specific tasks/scenes.
If you would like to test the current prototype, please follow the instructions below:
- Download Taleblazer app on:
- Open the TaleBlazer app, click menu and insert the game code below for levels 1-4:
- Game code for Level 1: gtvvwhj
- Game code for Level 2: gpudhyb
- Game code for Level 3: gkyyhge
- Game code for Level 4: gihlmfd
- NOTE: The prototype version will allow game locations to be clicked/tapped on as you progress with the story and tasks (quizzes, puzzles, etc.). If you are in Coventry, you can use the location-based functionality of the game.
- If you are not in Coventry: Once you are in the ImparAPP game, please click on menu -> setting and switch Tap to Visit– pls see below:
Let us know what you think! If you are interested in participating in the study, please let me know.
Existing findings from the preliminary studies will be presented at the upcoming ECGBL conference. Please also see a reflection video from the subject experts (colleagues from the Languages Centre) below.
Big shout out to the team members: Billy Brick, Tiziana Celvi-Wilson, Tyrone Bellamy-Wood, Gaetan Van Leeuwan, Luca Morini and Koula Charitonos. And thanks to the STEP team at the MIT for their support.
We had such a great time at the Revolutionary Learning conference (17-19 August) in NYC. The weather has been glorious but most of all, the various sessions at the conference were very thought provoking and exciting. And it was a pleasure to finally meet Ian Livingstone CBE in person!
As briefly discussed in one of my previous posts, playful and gameful learning has been our key interest in remodelling teaching and learning practices in higher education. Even though our current work includes K12 education and further education, the conference has validated our aim to further emphasise playful and gameful practices in higher education. You can have a look at my previous posts to read and view snippets of the work that we are carrying out in the area.
We showcased one of the outcomes of the playful and gameful GameChangers programme at the Revolutionary Learning conference. The aim of the workshop was to help participants recognise that non-digital means for playful learning is still valid in today’s teaching and learning practice. And in particular, the ‘What is your story?’ cards have been designed to be used as a tool to promote creativity in personalising our interpretations of various abstract topics and concepts. And they can also be used to facilitate positive and constructive debates around the different interpretations of the same visual cues. Description of the session- here.
The participants enjoyed the experience and reflected that the same approach could be used in various contexts and settings. Snippets of the workshop can be viewed below.