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Step change game of organisational digital capabilities


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Non Scantlebury and Clare Killen

Published in: Education
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Step change game of organisational digital capabilities

  1. 1. Step change: the game of organisational digital capabilities Non Scantlebury: academic engagement manager, University of Hertfordshire Clare Killen: content curation manager, Jisc
  2. 2. Purpose of game  Generate and capture rich discussions and tactics  Facilitate problem solving  Benefit from experience, creative thinking and collective wisdom in the room … share ideas and best practice
  3. 3. Rules  Work in teams (6-8 people ideal)  First person throws the dice and moves the playing piece around the board – following game prompts as they go  When a team member lands on a ‘strategic steps’ space, take a card and discuss the recommended action with your group, focusing on how it might influence your progress – case study snippets provided to aid discussion (NB: If you have already taken this action step or consider that it is not relevant be prepared to share this with the community)  After discussing each action, pass the dice to the next player in the team who throws the dice again and moves forward following game prompts  WILD CARDS! A small sample of wild cards are provided but we encourage you to write your own  Winning the game. The winners are not the teams who appear to have travelled the furthest but those who have generated the most in number and the most creative wild cards
  4. 4. Step change: the game of organisational digital capabilities  Adapted from The Game of Open Access created by Katie McGuinn and Mike Spikin (2017) from the University of Huddersfield and shared under CC BY-NC 3.0  Aligned to Jisc’s model of steps towards organisational digital capability (handouts on table) and effective practice drawn from case studies  Resources and outputs will be available from the event page next week