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CreativeCulture
Creative and Participatory
Transcultural Practices and Problem Solving
Through Game Design and Computational Thinking
NEWTON UK-SEA
AHRC – MoHE
23rd Jan 2017 – 22nd Jan 2019
http://dmll.org.uk/projects/
Design Thinking through Playful and
Gameful Practices
gamify.org.uk #Gchangers #PlayRemix
CreativeCulture
• Creative and Participatory
• Transcultural Practices and Problem Solving
• Through Game Design and Computational
Thinking
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.
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.
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.
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
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.
Newton UK-SEA CreativeCulture kick off

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Newton UK-SEA CreativeCulture kick off

  • 1. CreativeCulture Creative and Participatory Transcultural Practices and Problem Solving Through Game Design and Computational Thinking NEWTON UK-SEA AHRC – MoHE 23rd Jan 2017 – 22nd Jan 2019
  • 2.
  • 4. Design Thinking through Playful and Gameful Practices gamify.org.uk #Gchangers #PlayRemix
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 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.

Editor's Notes

  1. sly
  2. sly
  3. sly
  4. helen
  5. Helen, sly, team
  6. sly
  7. sly