This document outlines a project called CreativeCulture that aims to develop a game design and computational thinking program through participatory studies involving communities in Malaysian Borneo. The objectives are to 1) develop an adaptable CreativeCulture Lab program and resources to promote learning through design, 2) design and implement pilot participatory studies in Sarawak involving stakeholders, and 3) facilitate, capture and evaluate the experience and learning outcomes to refine the program. Key deliverables include the CreativeCulture Lab blueprint, identification and training of ambassadors, and an online hub to host resources. The program will benefit students, teachers, communities and telecenters.
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Beaconing - General presentation and main achievements so farSylvester Arnab
Overview slides for the review meeting, 15th Sept 2017
The review was a success and thanks to all the reviewers, project officer and project consortium. A shout out to all our stakeholders!
All contents - copyrighted 2017
C4Rs - Crowd Sensing, Gamification and Our roadsSylvester Arnab
H2020 C4Rs.eu project presentation at the Transport Research seminar we organised as part of the project's dissemination and also to bring colleagues and the city council together.
A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.
Watch video here: https://twitter.com/disrupt_learn/status/868062120386207744
Presentation by Sally Reynolds, ATiT, at the 2019 European Distance Learning Week's first-day webinar on "Distance Education: Challenges on the European and the Global Level" - 11 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/pymtl303yih1/ & https://www.youtube.com/watch?v=Y7AzzgjReps
Presentation by Sally Reynolds, ATiT, at the 2019 European Distance Learning Week's first-day webinar on "Distance Education: Challenges on the European and the Global Level" - 11 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/pymtl303yih1/ & https://www.youtube.com/watch?v=Y7AzzgjReps
Keynote - The power of play and pervasive learningSylvester Arnab
A keynote at SGames 2016 Porto - exploring the merging of digiital, physical, formal, informal, non formal and social spaces and context of learning. Gamification as a way to design a more structured play, which would still allow autonomy.
A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
Indigenising Play in Sarawak Borneo: A CreativeCulture ExperienceFitri Mohamad
This is a presentation at IPID Asia (UCTS Sibu) on the 17th of December 2019, to introduce the work done by the CreativeCulture Research team in UNIMAS and Coventry University, with indigenous communities in Sarawak.
Presentation delivered by Project Manager, Conor McGale from Border Lives on 9 October in W5 Belfast as part of Aurion Learning's E-Learning Masterclass series.
Presentation by Fabio Nascimbeni, Universidad Internacional de La Rioja, EDEN Senior Fellow at the 2018 European Distance Learning Week's third day webinar on "Innovative Education – Case Studies" - 7 November 2018
Recording of the discussion is available: https://eden-online.adobeconnect.com/pynq0w4ku2b1/
Presentation from 'Design Thinking 2016' conference in Sydney. Looking at the work of the Inspire Centre at the University of Canberra. Case studies in Design Thinking through various research projects including Augmented Reality, Location based educational services.
GameChangers' Remix Play- Flash game developed by Sylvester Arnab for helping participants to get into the creative and co-creative mindset based around the remixing and modding of existing game inspirations into new solutions. This approach is CC by NC 4.0.
Feel free to repurpose and add more cards to your sessions- please share on social media and mention us. Would love to see new iterations of the cards!
http://gamify.org.uk
#GChangers @disrupt_learn
Transdisciplinary game based intervention designSylvester Arnab
A quick introduction to the game-intervention design approach based on:
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention development process.. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
Introduction to play and game thinking - CEDEP workshopSylvester Arnab
Part 1 of a 4 -hour workshop on remixing play with CEDEP's trainers and consultants 13th January 2017. Part 2- pls refer to the slides on Remixing Play into a GamePlan
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12. CreativeCulture
• Creative and Participatory
• Transcultural Practices and Problem Solving
• Through Game Design and Computational
Thinking
13. Objective 1
To collaboratively:
• develop a game design and computational thinking programme (CreativeCulture Lab)
• that will make game design and development accessible to teachers and students,
• promoting transcultural and trans-disciplinary 'learning by designing’
Key deliverables:
• Adaptable/adoptable CreativeCulture Lab blueprint and toolkits to be developed and
validated,
• ambassadors/champions from the pilot locations to be identified and trained and
• an online Hub that will host the CreativeCulture resources (tools, case studies, game-
based outcomes from the community) to be developed.
14. Objective 2
To design and implement participatory studies, involving the local, rural and indigenous
communities in Malaysian Borneo (learners and teachers). 2 stages:
• Mock up a lab that will involve a small number of participants, which will inform…
• The final pilot participatory study in the different sites in Sarawak, involving larger
number of stakeholders and participants.
Key deliverables:
• CreativeCulture Lab to be carried out as an extra-curricular at the telecentres,
• Feasibility studies carried out to inform the larger scale deployment in stage 2.
15. Objective 3
To facilitate, capture and evaluate
• experience,
• learning outcomes and
• transferability of the creative approach towards refining the adaptable CreativeCulture
blueprints
Key deliverables:
• Analysis of lessons learnt and
• Finalised CreativeCulture Lab blueprint(s) for adoption and adaptation.
16. Beneficiaries
• Students/learners (age 8 – 16) – Borneo + Coventry
• Remote tele-sessions
• Transcultural, transnational
• Teachers
• Training-for-trainers programme at the base hub (UNIMAS)
• Local communities
• Exposure
• Potential socioeconomic value
• Cultural applications
• Telecentres
• Extend function – facilitate creative learning
17.
18. Thursday 16th and Friday 17th
• Looking at the requirements and timeline in more detail
• Design sprints – draft CreativeCulture programme
• Map methods, workshops, toolkits
• Online Hub
• Sample some play sessions?
• Main aim – Draft CreativeCulture Programme to be further developed
and tested.