Chrysanthi and I ran a session at the Playful Learning conference, play testing a game we have developed to help consider issues around accessibility and inclusivity. The title of our session was The Tiddlywinks of Teaching.
A first draft of the materials, all Creative Commons licenced, is now available for anyone who is interested: Tiddlywinks of Teaching materials (zip, 3MB).
We will post more about the game when time allows!
It’s a week since I returned from my three days in leafy Leicester at the Playful Learning conference. It’s an event I have watched from a distance with envy in previous years, so I was very excited to be able to attend, and to play-test a game Chrysanthi Tseloudi and I developed around accessibility and inclusivity.
Some highlights and useful takeaways:
- Mega games – Darren Green and Liz Cable ran a Climate Crisis mega game: a simulation of negotiations between countries around reducing carbon emissions. This session was for about 20 people but would have scaled well for much larger numbers. It was fascinating and absorbing. You would need some caution about what lessons students would take away – if you asked me what I learnt I’d have to say: China are key to solving the crisis but impossible to work with (which is obviously down to the way the players interpreted their roles) and I’m too gullible (which sadly is not). Even so, I can see real possibilities for this.
- Promoting play in HE – I love the sound of the University of Winchester’s festival of play and creativity. At Bristol we have our Learning Games Lunches a few times a year but a festival allows so much more scope to innovate, play test, and to take ideas directly to and from the students.
- Play for all – There were differing views around whether play had to be voluntary or not, which is obviously an important issue if you are trying to incorporate play within HE, and particularly within the taught curriculum. Reflecting on the kinds of sessions at the conference that worked well for me, and those that didn’t quite, I’m increasingly persuaded that you can only invite people to play and you can’t require them. Maybe providing choice within a set of playful options, so that people retain a sense of ownership or control, would be enough.
I was expecting – hoping I suppose – the conference would introduce me to new game mechanics for use in teaching, and maybe some facilitation ideas. In the end, the more significant focus for me was around wellbeing. It can be too easy to feel invisible and without agency, not part of anything. At Playful Learning everything was very active and collaborative. For three solid days I felt both seen and heard (a phrase which sounds rather corny to my ears but I can’t think of a more accurate one to describe the feeling). Being so connected was hard work at times but a very positive experience.
The idea of play as an indicator of wellbeing was introduced in by Alison James in her keynote. She mentioned that animals who are sick or scared can’t play. I now wonder how much play can promote or amplify wellbeing. Can behaving in a playful way sometimes trick you into being more well? I’m reminded of the work of Clowns Without Borders, taking laughter to children who you might imagine couldn’t benefit.
By the time Friday morning came and it was our turn to present, my feeling was that we were addressing a room of supportive friends. Not people who would never criticise, we got some very useful criticism, but friends all the same. This building of community and connection – both for students and staff – is a key thing that playfulness and games could bring to universities.
(Yellow-team-lego photo shamelessly stolen from @malcolmmurray – but myself and two mysterious strangers (or people whose names I have forgotten) built the thing so I’m hoping that’s ok.)
I attended October’s lunchtime talk at Pervasive Media Studio by Simon Johnson of Free Ice Cream and igfest – about working in real world games. His big hit was the city-based zombie chase game, 2.8 Hours Later (these were heavier with social commentary than I had realised at the time – second version was about becoming an asylum seeker).
I loved his thought that playing a game is like running on a different operating system. And that it can help you see features of the existing operating system – say of a city – that would not otherwise be apparent. Creating a game was also described not as storytelling, but as creating a context in which people build their own stories.
This seems very relevant to thinking about teaching in the digital era, where dissemination of information is no longer such a key concern. We should be designing experiences which shake people out of their set patterns of thinking and allow them to explore new ones, helping them to try out new operating systems, creating rich environments in which they build their own stories.
- Simon emphasised the idea of fun – not “serious gaming”. Similar to Nic Whitton’s emphasis on playfulness?
- His Cargo game, a city escape game focussed on how to build/undermine trust in a group, was designed to create a chaotic environment to test disaster relief principles.
- igfest – a festival of interesting games that ran for several years. I think there were more frequent meet ups too. This gave game developers a play-testing community by regular events and some regular participants even became game designers.
- Hat game – gps tracked bowler hat, whoever kept it longest would win (but there were unintended consequences… the hat-wearer ran away – the prize was too big)
- theTweeture – such an advanced bot that people thought it was a puppet
- A couple of the games were intended to help people conceptualise complex ideas: a hoop-rolling game set in a quantum computer; Calibration which puts the scale of the solar system in human terms.
- He’s developing a conference-based game for the ODI to be played at the UN conference in March.