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.
http://mycapsule.my
Influencing policy (training slides from Fast Track Impact)
A University Imaginarium: are you game?
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
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.”
19. 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)
dmll.org.uk
24. The goal is to move toward
flow - to the point where
engagement becomes
seamless and (even)
compulsive, rather than
dreaded and/or laboured.
https://er.educause.edu/articles/2018/5/gameful-design-a-potential-game-changer
28. dmll.org.uk | dmll@coventry.ac.uk
@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
http://dmll.org.uk
30. #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
35. 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.
https://er.educause.edu/articles/2018/5/gameful-design-a-potential-game-changer
47. 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,IDEOandStanfordd.school
https://dmll.org.uk/toolbox/
50. 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, Hypothes.is
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
http://journal.disruptivemedia.org.uk/
52. • 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
http://www.europeana-space.eu/
54. 1
A Guide to Open and Hybrid Publishing
(Or how to create an image-based, open access book in 10 easy steps)
http://bit.ly/pob-guide
#advocate
#10easysteps
74. “You never change
things by fighting the
existing reality. To
change something,
build a new model that
makes the existing
model obsolete.”
–BUCKMINSTER FULLER