SlideShare a Scribd company logo
1
1. Why we invented it.
2. How we created it.
3. What is the game?
4. Its impact.
5. Next steps/sharing our work.
6. Questions.
The Impact! Game.
2
Why we invented our game.
• We were bored and worried our
RDM/OA messages weren’t sticking – so
we just decided to make a game!
• Some of our information is complicated
and we wanted to make it more fun and
accessible.
• For use at doctoral network/roving to
reinforce knowledge outside traditional
training sessions.
3
How we created it.
• No preconceptions, just people who
like games.
• Design: copied from the internet to get
board/card plan.
• Created all our questions.
• Took to Design Team for sprucing up.
• They recommended Ivory Game
Maker, previously used at Cranfield.
• Testing with library staff and at roving
and RSNE.
4
What is the game?
• Board with up to four players/teams.
• Roll the dice and move forward.
• Take a card and follow the
instruction (sometimes someone
else will ask them a question).
• Instructions include moving forward
or backward.
• Person to reach the end square first
wins (or stop play when necessary).
5
Its impact.
1. Enhances researcher knowledge.
2. Enhances our own knowledge of
what people know.
3. Generates discussion on library
services in general which we can
follow up.
4. Testing with library staff highlighted
areas where we need to make
more support available for them.
6
Next steps and sharing our work
• V2 will not be the final version.
• Applied for Data Management
Engagement Award.
• Playing it at events/roving.
• The game is shared: test it
and give us feedback!
10.17862/cranfield.rd.c.4080161
• Perhaps soon to purchase from
Ivory Game Maker…
7
Questions?
Emma: e.turner@cranfield.ac.uk
Georgina: g.l.parsons@cranfield.ac.uk

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Georgina Parsons and Emma Turner (Cranfield University) - “The Impact! Game”

  • 1. 1 1. Why we invented it. 2. How we created it. 3. What is the game? 4. Its impact. 5. Next steps/sharing our work. 6. Questions. The Impact! Game.
  • 2. 2 Why we invented our game. • We were bored and worried our RDM/OA messages weren’t sticking – so we just decided to make a game! • Some of our information is complicated and we wanted to make it more fun and accessible. • For use at doctoral network/roving to reinforce knowledge outside traditional training sessions.
  • 3. 3 How we created it. • No preconceptions, just people who like games. • Design: copied from the internet to get board/card plan. • Created all our questions. • Took to Design Team for sprucing up. • They recommended Ivory Game Maker, previously used at Cranfield. • Testing with library staff and at roving and RSNE.
  • 4. 4 What is the game? • Board with up to four players/teams. • Roll the dice and move forward. • Take a card and follow the instruction (sometimes someone else will ask them a question). • Instructions include moving forward or backward. • Person to reach the end square first wins (or stop play when necessary).
  • 5. 5 Its impact. 1. Enhances researcher knowledge. 2. Enhances our own knowledge of what people know. 3. Generates discussion on library services in general which we can follow up. 4. Testing with library staff highlighted areas where we need to make more support available for them.
  • 6. 6 Next steps and sharing our work • V2 will not be the final version. • Applied for Data Management Engagement Award. • Playing it at events/roving. • The game is shared: test it and give us feedback! 10.17862/cranfield.rd.c.4080161 • Perhaps soon to purchase from Ivory Game Maker…

Editor's Notes

  1. GP
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  6. GP