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A University Imaginarium: are you game?


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A University Imaginarium: are you game?
Keynote presentation for Creative Culture Gamification Seminar 2018
Hosted by UNIMAS, Malaysia, 12th December 2018

CREATIVECULTURE is proud to bring you the GAMIFICATION in LEARNING SEMINAR 2018. Hosted at our brand new gamification lab myCapsule at the Faculty of Computer Science & Information Technology, UNIMAS on 12 December 2018.

The seminar presents ideas about playful and gameful learning, to extend formal engagement methods in teaching. Gameful learning experience promotes lifelong learning, and reshapes thinking about learning for 21st century knowledge economies and open societies. The seminar taps into playful inspirations of existing traditional games played by various cultures in Sarawak and all around the globe.

In the workshop, participants will develop playful solutions to address serious challenges, themes and topics. Two keynote speakers will speak about gamification of learning, from perspectives and experiences in the UK, the US and in Malaysia. Success stories by teachers who have used gamification in their own classrooms will also be presented at the seminar.

This event is open to public. Teachers, instructors, trainers, and lecturers will find contents of the seminar relevant to their professional development as educators. You may refer to the attached flyer for more information about the event.

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A University Imaginarium: are you game?

  1. 1. @disrupt_learn …are you game? A University Imaginarium 12th December 2018 Gamification Seminar UNIMAS, Malaysia Creative Culture Prof. Jonathan Shaw @time_motion BuckminsterFuller,LaminarGeodesicDome,1981
  2. 2. seriousplanning…
  3. 3. seriousplanning…
  4. 4. Opening… Sept. 2019 Wrocław, POLAND LAUNCHED IN 2018 +31kstudents
  5. 5. today’s university?
  6. 6. #175Coventry celebrating
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  9. 9. #labinabag1:1 Scheme #openboundary +1million listens
  10. 10. #AdobeEdu12 ‘digital’ as a ‘place’ for learning
  11. 11. “Develop a relationship which is more based on our discipline rather than this hierarchy Sean Carroll, Interview for Sony Ericsson
  12. 12. integrated and mobile ...featured in What’s Hot in Photography apps!
  13. 13. #disruptivemedia
  14. 14. –Katherine Hayles How We Think: Digital Media and Contemporary Technogenesis, 2012 “The Age of Print is passing, and the assumptions, presuppositions, and practices associated with it are now becoming visible as media-specific practices rather than the largely invisible status quo.”
  15. 15. “YOUR LIFE ISAN OCCASION. rise to it.”– MR. MAGORIUM
  16. 16. disrupt_learn our mission CULTURE (The place where things can happen) BEHAVIOUR (Can-do attitude for effective change) CHANGE (Influence and engineer a university-wide adoption of innovation for educational enhancement) PATHFINDER (work with University colleagues across the group to identify early and mitigate key challenges) AGILE (The space to explore future opportunities) 1. 2. 3. 4. 5. 6. AMPLIFY (Sandpit and make impactful difference through international partnerships)
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  21. 21. The goal is to move toward flow - to the point where engagement becomes seamless and (even) compulsive, rather than dreaded and/or laboured.
  22. 22.
  23. 23. #distributed #adaptable #networked
  24. 24. 62 3k 169 £9,555,150
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 @disrupt_learn | #disruptedu 3179 Students 31 Courses The Lab has engaged with 1101 Staff Members “As much as ideas, though, it’s been good to get people’s comments on what I’m doing and to know that other people are thinking of similar ideas and that I’m not just doing something alone, at a tangent to the direction of the university.” James Shuttleworth, Deputy Head of School, (Computing, Electronics & Mathematics) Image credit: Robothams Architects · Copyright
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 @disrupt_learn | #disruptedu
  27. 27. #disruptEDU Coming of age in a digital world, young people like me are redefining ourselves. We are not stock characters in a storybook, the victims of distress waiting to be rescued when the grown-ups arrive, or the narcissistic civilians of the ‘me generation’. Adora Svitak
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  30. 30. we believe that everybody can play and create games. We believe in games for learning, and learning through play
  31. 31. Creative Culture
  32. 32. The complex mix of narrative (neither too cheesy nor too complex), appropriate challenge (neither too easy nor too hard), motivating rewards (both meaningful and intrinsic), and feedback loops is incredibly troublesome and costly to package into a whole experience.
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  35. 35. Creative Culture Reuse the mechanics of play for creative and strategic thinking a participatory approach…
  36. 36. Social Value & Innovation Creative Culture
  37. 37. pervasive and gameful
  38. 38. #prototyping
  39. 39. Mootee, Idris. Design Thinking for Strategic Innovation : What They Can't Teach You at Business or Design School
  41. 41. #human-centred
  42. 42.
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  44. 44. Large Dot Stickers (¾-inch) Small Dot Stickers (¼-inch) Computer TV / Monitor Packs of LEARN Cards Biro Pens Regular Postits Large Postits Optional: Apple TV Chromecast Whiteboard Paper Buzzers Ref:Google,
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  46. 46. #newfotoscapes “Publication is rather just a stage in an ongoing process of temporal unfolding.”
  47. 47. Introduction: Disrupting the Journal of Media Practice 3 Centre for Disruptive Media and Disruptive Media Learning Lab #featured A Morning Coffee in Melbourne: 10 Discussing the Contentious Spaces of Media Practice Research Craig Batty, Leo Berkeley and Smiljana Glisovic, RMIT University Articles Web Annotation as Conversation and Interruption 20 Jeremiah H. Kalir, University of Colorado Denver Jeremy Dean, UniverCity: Images of Success and Structures of Risk 32 Adam Brown, London South Bank University Cinematologists: Knowing Sounds 50 Neil Fox, University of Falmouth Dario Llinares, University of Brighton Disrupting Academic Publishing: 54 Questions of Access in a Digital Environment Zachary J. McDowell, University of Illinois at Chicago Performative Publications 70 Janneke Adema, Coventry University Creative Practice as Research: Discourse on Methodology 84 R. Lyle Skains, Bangor University Remembering, Reflecting, Returning: A Return to Professional 100 Practice Journey Through Poetry, Music and Images Katherine Wimpenny, Coventry University Peter Gouzouasis, University of British Columbia Karen Benthall, Coventry VOLUME 9 ISSUE 1 2018 ISSN: Print: 1468-2753 Online: 2040-0926 CONTENTS THEDISRUPTEDJOURNALOFMEDIAPRACTICEVOLUME9ISSUE12018 Special Issue: The Disrupted Journal of Media Practice Guest Editors: Collectively edited by the Centre for Disruptive Media and the Disruptive Media Learning Lab at Coventry University THE DISR UPTED JOURNAL OF MEDIA PRACTICE
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  49. 49. • To promote the creative use and re-use of digital cultural content, with a special focus on Europeana • To create new opportunities for economic and cultural growth in the cultural and creative sectors 29 Partners across 13 countries SMEs, cultural bodies, memory institutions, broadcasters, national cultural agencies, and centres of excellence in multidisciplinary research including Universities EuropeanaSpace
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  51. 51. 1 A Guide to Open and Hybrid Publishing (Or how to create an image-based, open access book in 10 easy steps) #advocate #10easysteps
  52. 52. PHOTOMEDIATIONS: A READER #offspring
  53. 53. Storm in a Teacup, 2016. Mark Murphy CC BY-NC-SA Storm in a Teacup, 2016. Mark Murphy CC BY-NC-SA #winner
  54. 54. –via Sylvester Arnab
  55. 55. availble from
  56. 56.
  57. 57. A Compendium for self-reflection and formative assessment – Larissa Pahomov “For student reflection to be meaningful, it must be metacognitive, applicable, and shared with others.”
  58. 58. the squelch of timidity
  59. 59. Photo by Markus Spiske @markusspiske on Unsplash empowering ownership of our digital identities
  60. 60.
  61. 61. outstanding research award
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 @disrupt_learn | #disruptedu Partners 77 international 19 national96 Image credit: ‘Poet Anthony Anaxagorou performing at Autumn Disruption’ by DMLL· CC-BY-4.0
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 @disrupt_learn | #disruptedu We have developed… 35 Toolkits and Online Resources 2 Apps 1 Course outline 9 Guides 20 Open Education Resources 2 Flipped Toolboxes 1 Worksheet 164 Videos Created 1009 Hours Viewed Image credit: ‘Immersive Telepresence‘ by Coventry University · Copyright
  64. 64. CC-BY-ND Visual Thinkery Ltd
  65. 65.
  66. 66. “You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete.” –BUCKMINSTER FULLER
  67. 67. Jonathan Shaw @time_motion @disrupt_learn thank you for listening…