Dr. Chrissi Nerantzi discusses the educational benefits of using board games in higher education. She notes that board games can encourage group work, discussion, and help set the stage for cooperation. During the seminar, participants engaged with various board games, discussed adapting existing games for educational purposes, and brainstormed ways to create their own games. The goal was to demonstrate how playfulness and games can enhance learning.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Leveraging the power of video games 2.0 for learning. The document discusses several key principles of how games can promote learning, including that play is powerful, learning works best when challenges are at the right level of difficulty, gamers crave assessment and feedback, and collaboration can help overcome challenges. It also provides examples of three game-based learning projects being done with learners: WoWinSchool, Story and Game Academy, and 16 tips for bringing video games into the classroom.
This document provides study strategies from Ms. Wallace including making flash cards, doing practice problems, playing skill games on the computer, teaching the material to others, designing study sheets with important information, helping friends by making songs or poems, getting a study buddy, and thinking about your preferred learning style.
The document outlines recommendations to improve the OpenIDEO crowdsourcing platform. It includes suggestions to implement communities of practice and a learning grid to improve knowledge sharing and reduce repetitive ideas. It also recommends taking measures to secure data integrity and prevent platform manipulation. The overall goal of the recommendations is to enhance collaboration, knowledge retention, and the quality of ideas generated on the platform.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
This document discusses using math games to motivate students. It begins by introducing the concept of digital natives and millennial learners, noting their characteristics like being active, multitasking, and preferring collaborative and hands-on learning. It then discusses how games appeal to how the brain is wired to learn, through patterns, emotion, collaboration and problem solving. Specific math games are presented that incorporate these concepts, along with challenges teachers may face in implementing games. Overall the document argues games can better teach students using theories embedded in video games compared to traditional classrooms.
This document discusses myths and facts related to video games. It begins by debunking myths that video games are only for boys or kids, showing surveys that over half of players are adult men and over half are over 18. It also argues that social interaction is an important part of gaming, not just the game itself, and that there is no relationship between in-game violence and real-world crime. The document advocates that games can teach skills like complex problem solving, performing under pressure, and developing expertise, and provides examples of educational games. It concludes by discussing how learning design principles can be integrated into games to enhance learning.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Leveraging the power of video games 2.0 for learning. The document discusses several key principles of how games can promote learning, including that play is powerful, learning works best when challenges are at the right level of difficulty, gamers crave assessment and feedback, and collaboration can help overcome challenges. It also provides examples of three game-based learning projects being done with learners: WoWinSchool, Story and Game Academy, and 16 tips for bringing video games into the classroom.
This document provides study strategies from Ms. Wallace including making flash cards, doing practice problems, playing skill games on the computer, teaching the material to others, designing study sheets with important information, helping friends by making songs or poems, getting a study buddy, and thinking about your preferred learning style.
The document outlines recommendations to improve the OpenIDEO crowdsourcing platform. It includes suggestions to implement communities of practice and a learning grid to improve knowledge sharing and reduce repetitive ideas. It also recommends taking measures to secure data integrity and prevent platform manipulation. The overall goal of the recommendations is to enhance collaboration, knowledge retention, and the quality of ideas generated on the platform.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
This document discusses using math games to motivate students. It begins by introducing the concept of digital natives and millennial learners, noting their characteristics like being active, multitasking, and preferring collaborative and hands-on learning. It then discusses how games appeal to how the brain is wired to learn, through patterns, emotion, collaboration and problem solving. Specific math games are presented that incorporate these concepts, along with challenges teachers may face in implementing games. Overall the document argues games can better teach students using theories embedded in video games compared to traditional classrooms.
This document discusses myths and facts related to video games. It begins by debunking myths that video games are only for boys or kids, showing surveys that over half of players are adult men and over half are over 18. It also argues that social interaction is an important part of gaming, not just the game itself, and that there is no relationship between in-game violence and real-world crime. The document advocates that games can teach skills like complex problem solving, performing under pressure, and developing expertise, and provides examples of educational games. It concludes by discussing how learning design principles can be integrated into games to enhance learning.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses Jane McGonigal's work on using game design principles and elements of games to address real-world issues. It summarizes some of McGonigal's key ideas from her book Reality is Broken, including that games provide intrinsic rewards like satisfaction and social connection instead of just extrinsic rewards. It also discusses how concepts like flow and failure can create positive feelings in games and how multiplayer online games can foster collaboration. The document poses questions about the reader's own game playing and suggests games, apps, and systems that apply gaming to improve real-life activities and problems.
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
2019 FEBC Chunk #3-Teaching Personal Finance Through GamesBarbara O'Neill
This document discusses teaching personal finance concepts through games. It begins by outlining the workshop objectives of discussing benefits of game-based learning, game-playing personalities, and describing over 20 interactive personal finance games. It then discusses why gaming is effective for learning as it increases student engagement and motivation. Benefits of gaming include increased memory, problem-solving skills, and motivation to learn. The document provides examples of both low-tech and digital games that can be used and adapted for classroom learning. It concludes by having participants choose some games to try incorporating into their teaching.
This document describes a game called "Christmas Meltdown" where teams compete to see who can slow down the melting of an ice cube the most as they pass it from the back of one player's neck to the next in a line. The ice cube starts with the first player in the line and is passed continuously until it reaches the end. The winning team is the one that takes the longest total time to pass the ice cube from start to finish while following rules like not using hands except to pass the ice cube.
Modern Board Games and the 21st Century LearnerBeth Gallaway
Board games can support curriculum in schools by providing variety, challenges, and opportunities for creative problem solving and overcoming failure. The document discusses how board games align with learning standards and provides tips on choosing games, working with budgets, and examples of model library gaming programs. Resources for finding free and inexpensive games as well as national gaming initiatives are also referenced.
Games in Education provides an overview of how games can be used for educational purposes. It discusses how games tap into how the brain naturally learns through patterns, emotion, and collaboration. Games keep students engaged through activity, feedback, and problem solving. They also allow students to explore concepts through simulations. While early educational games focused on drill and practice, modern games incorporate student-centered learning and scaffolding. However, challenges remain in aligning games with standards and assessing learning. Overall, the document argues that games can effectively teach students if designed according to educational theories of learning.
This is the powerpoint from the 2010 Games For Change Festival.
The Power of Design: Youth Making Social Issue Games Day
Monday, May 24th, 9:00 a.m. - 5:00pm, followed by a reception, Theresa Lang Student Center, 2nd Floor, 55 West 13th St.
Spreading Serious Game Design: Global Kids' Playing For Keeps Capacity Building Program
2:45 - 3:45
This panel will explore how Global Kids' successful serious game design program, originally created for an afterschool context, was redesigned to scale and spread to libraries, public housing computer labs, in-school tech clubs, and public school classrooms. Representatives from each site will report on their experiences and details will be shared about the professional development program developed to support their implementations. Results from an independent evaluation will be shared and the final work produced by participating youth will be shown.
Games can be used in the classroom to motivate and engage students. They provide challenges and learning in an authentic context while developing 21st century skills. While some argue games are not educational, when used as tools within learning activities designed by teachers, games can provide contexts for learning that are well-structured, meaningful, and powerful. Games allow students to be active participants in the learning process as researchers. Teachers take on the role of activity designer and facilitator to guide gamified learning.
This document discusses how gaming has evolved and the benefits of games. It notes that the stereotype of all gamers being young males is outdated, as the average gamer age is 35 and many types of people play games. It highlights how games have become more complex over time in their storytelling, challenges, and social aspects. Experts quoted believe that gaming can promote 21st century skills like systems thinking and that games provide engaging feedback that helps learning. Different types of serious and educational games are defined that aim to use gaming for problem solving or social change rather than solely entertainment.
This document discusses using games to teach personal finance concepts. It begins by outlining the objectives of discussing benefits of game-based learning, game-playing personalities, and describing over 20 interactive personal finance games. Games are suggested to increase student engagement and motivation by fostering strategic thinking and problem-solving. Benefits of games include improved memory, computer skills, and cooperation. Examples of both low-tech and digital games are provided, ranging from bingo and poems to online simulations. Participants are then invited to choose games to try out from the options presented.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
This document summarizes the key differences between gamification and game-based learning. Gamification typically involves applying game design principles to non-game contexts to make them more fun and engaging. In education, gamification can be used to motivate learner behaviors through techniques like points, levels, challenges etc. Game-based learning instead uses existing games to teach subject matter, by linking gameplay to defined learning outcomes. While both can benefit education, gamification aims to modify behavior through fun experiences, whereas game-based learning uses games as a "playground" to experiment with concepts. The best approach depends on the specific teaching objectives.
This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.
The document introduces game-based learning and discusses why it is effective for learning. It notes that game-based learning supports active, situated, and flow-based learning through continuous feedback and learning from failure. It also helps develop 21st century skills, social emotional learning, character skills, and a growth mindset. The document then outlines different types of game-based learning like educational games, video games, game design, new media gaming, and gamification. It provides examples for each type and concludes by quoting that "with games, learning is the drug."
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziChrissi Nerantzi
1) The document describes a 90-minute playshop being held by Dr. Jenny Fisher and Chrissi Nerantzi on playing for change.
2) The playshop will involve participants experiencing three playstations focused on making, animating, and designing playful learning activities.
3) The facilitators believe that play is integral to learning at any age and can foster cooperation, trust, empathy and creativity. Playful learning approaches like making, animating and games will be explored.
This document summarizes a playful learning activity organized by Dr. Chrissi Nerantzi for academic developers. Participants were paired up and given £3 each to purchase two items within one hour that could help address a teaching challenge. They documented their thought process through photos and videos. Afterwards, they demonstrated and evaluated their ideas. The goal was to foster creativity in solving problems of practice in a fun, collaborative manner that moved beyond traditional conversation. Playful learning techniques like this can help academics explore new approaches within their disciplines.
Games for learning & Role Play ScenariosPaul Pivec
This document discusses research on the effectiveness of game-based learning. It summarizes various studies that have found mixed results about games stimulating learning. Some studies found games can develop skills like strategic thinking while others found no significant learning differences compared to traditional methods. The document also notes learners prefer games that are fun, collaborative, and relevant to learning objectives. Game-based learning works best when games are well-designed for learning goals and used as a supplemental tool in a classroom environment rather than replacement for teachers.
This document discusses Jane McGonigal's work on using game design principles and elements of games to address real-world issues. It summarizes some of McGonigal's key ideas from her book Reality is Broken, including that games provide intrinsic rewards like satisfaction and social connection instead of just extrinsic rewards. It also discusses how concepts like flow and failure can create positive feelings in games and how multiplayer online games can foster collaboration. The document poses questions about the reader's own game playing and suggests games, apps, and systems that apply gaming to improve real-life activities and problems.
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
2019 FEBC Chunk #3-Teaching Personal Finance Through GamesBarbara O'Neill
This document discusses teaching personal finance concepts through games. It begins by outlining the workshop objectives of discussing benefits of game-based learning, game-playing personalities, and describing over 20 interactive personal finance games. It then discusses why gaming is effective for learning as it increases student engagement and motivation. Benefits of gaming include increased memory, problem-solving skills, and motivation to learn. The document provides examples of both low-tech and digital games that can be used and adapted for classroom learning. It concludes by having participants choose some games to try incorporating into their teaching.
This document describes a game called "Christmas Meltdown" where teams compete to see who can slow down the melting of an ice cube the most as they pass it from the back of one player's neck to the next in a line. The ice cube starts with the first player in the line and is passed continuously until it reaches the end. The winning team is the one that takes the longest total time to pass the ice cube from start to finish while following rules like not using hands except to pass the ice cube.
Modern Board Games and the 21st Century LearnerBeth Gallaway
Board games can support curriculum in schools by providing variety, challenges, and opportunities for creative problem solving and overcoming failure. The document discusses how board games align with learning standards and provides tips on choosing games, working with budgets, and examples of model library gaming programs. Resources for finding free and inexpensive games as well as national gaming initiatives are also referenced.
Games in Education provides an overview of how games can be used for educational purposes. It discusses how games tap into how the brain naturally learns through patterns, emotion, and collaboration. Games keep students engaged through activity, feedback, and problem solving. They also allow students to explore concepts through simulations. While early educational games focused on drill and practice, modern games incorporate student-centered learning and scaffolding. However, challenges remain in aligning games with standards and assessing learning. Overall, the document argues that games can effectively teach students if designed according to educational theories of learning.
This is the powerpoint from the 2010 Games For Change Festival.
The Power of Design: Youth Making Social Issue Games Day
Monday, May 24th, 9:00 a.m. - 5:00pm, followed by a reception, Theresa Lang Student Center, 2nd Floor, 55 West 13th St.
Spreading Serious Game Design: Global Kids' Playing For Keeps Capacity Building Program
2:45 - 3:45
This panel will explore how Global Kids' successful serious game design program, originally created for an afterschool context, was redesigned to scale and spread to libraries, public housing computer labs, in-school tech clubs, and public school classrooms. Representatives from each site will report on their experiences and details will be shared about the professional development program developed to support their implementations. Results from an independent evaluation will be shared and the final work produced by participating youth will be shown.
Games can be used in the classroom to motivate and engage students. They provide challenges and learning in an authentic context while developing 21st century skills. While some argue games are not educational, when used as tools within learning activities designed by teachers, games can provide contexts for learning that are well-structured, meaningful, and powerful. Games allow students to be active participants in the learning process as researchers. Teachers take on the role of activity designer and facilitator to guide gamified learning.
This document discusses how gaming has evolved and the benefits of games. It notes that the stereotype of all gamers being young males is outdated, as the average gamer age is 35 and many types of people play games. It highlights how games have become more complex over time in their storytelling, challenges, and social aspects. Experts quoted believe that gaming can promote 21st century skills like systems thinking and that games provide engaging feedback that helps learning. Different types of serious and educational games are defined that aim to use gaming for problem solving or social change rather than solely entertainment.
This document discusses using games to teach personal finance concepts. It begins by outlining the objectives of discussing benefits of game-based learning, game-playing personalities, and describing over 20 interactive personal finance games. Games are suggested to increase student engagement and motivation by fostering strategic thinking and problem-solving. Benefits of games include improved memory, computer skills, and cooperation. Examples of both low-tech and digital games are provided, ranging from bingo and poems to online simulations. Participants are then invited to choose games to try out from the options presented.
Gamification vs. Game-Based Learning - Theories, Methods, and ControversiesSherry Jones
This document summarizes the key differences between gamification and game-based learning. Gamification typically involves applying game design principles to non-game contexts to make them more fun and engaging. In education, gamification can be used to motivate learner behaviors through techniques like points, levels, challenges etc. Game-based learning instead uses existing games to teach subject matter, by linking gameplay to defined learning outcomes. While both can benefit education, gamification aims to modify behavior through fun experiences, whereas game-based learning uses games as a "playground" to experiment with concepts. The best approach depends on the specific teaching objectives.
This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.
The document introduces game-based learning and discusses why it is effective for learning. It notes that game-based learning supports active, situated, and flow-based learning through continuous feedback and learning from failure. It also helps develop 21st century skills, social emotional learning, character skills, and a growth mindset. The document then outlines different types of game-based learning like educational games, video games, game design, new media gaming, and gamification. It provides examples for each type and concludes by quoting that "with games, learning is the drug."
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Luis de Marcos Ortega from the University of Alcalá gave a presentation on gamifying applications to motivate users and encourage engagement. He discussed how games can be used as learning tools and outlined elements of gamification like points, badges, and leaderboards. Examples of gamified apps like Foursquare and Nike+ were presented. The presentation covered the gamification process, focusing on understanding player styles and intrinsic motivation. While gamification has potential, it also faces criticism like replacing meaningful engagement with meaningless points systems. Overall, gamification aims to find fun in tasks by involving players and focusing on autonomy, competence and relatedness.
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziChrissi Nerantzi
1) The document describes a 90-minute playshop being held by Dr. Jenny Fisher and Chrissi Nerantzi on playing for change.
2) The playshop will involve participants experiencing three playstations focused on making, animating, and designing playful learning activities.
3) The facilitators believe that play is integral to learning at any age and can foster cooperation, trust, empathy and creativity. Playful learning approaches like making, animating and games will be explored.
This document summarizes a playful learning activity organized by Dr. Chrissi Nerantzi for academic developers. Participants were paired up and given £3 each to purchase two items within one hour that could help address a teaching challenge. They documented their thought process through photos and videos. Afterwards, they demonstrated and evaluated their ideas. The goal was to foster creativity in solving problems of practice in a fun, collaborative manner that moved beyond traditional conversation. Playful learning techniques like this can help academics explore new approaches within their disciplines.
Playing games in HE: presented at the MEL SIG event, University of Salford, 3...Chrissi Nerantzi
The document discusses using games for learning in higher education. It describes a mixed-reality game called "Sell Your Bargains" played by academics from different disciplines at the University of Salford to experience learning through play. Participants found it fun and enjoyed working with colleagues from other fields. They realized games can foster deep learning by engaging curiosity and different learning styles. However, challenges included coordination and using new technologies. Overall, participants saw benefits for experimenting with interactive tools and applying games to their own teaching.
This document discusses reimagining capstone courses as games to make them more engaging for students. It provides examples of how elements from games like quest structures, badges, social communities, and alternate reality games could be incorporated. The document outlines a 5-step process for designing an educational game: 1) plan objectives, 2) build the storyline, 3) create clues and tasks, 4) include a final challenge, and 5) provide reflection. Examples of existing educational alternate reality games are provided. The goal is to get students to autonomously apply their knowledge, think critically, and demonstrate skills like leadership through a game-like project experience.
Beth Gallaway presented on bringing gaming to libraries. She discussed how gaming can promote literacy in various formats including print, visual, media, science, technology, programming, and information and communication technology. Playing video games can help develop skills like problem solving. Gallaway provided examples of libraries hosting gaming events and maintaining gaming collections. She offered best practices for gaming programs and collections including choosing appealing titles, marketing programs effectively, implementing them safely, and evaluating their success.
Creativity for Learning 4: Learning through makingChrissi Nerantzi
This document provides information about a series of workshops on creativity for learning in higher education. It includes:
- Dates and locations for 5 workshops covering topics like creativity in action, using story for learning, and learning through making.
- Information about additional support like action learning sets, showcase events, and conferences to share learning.
- Details of pre-workshop tasks like reading an article and bringing an item they created.
- An outline of activities to be done during the workshops like building models to represent identities and developing creative activity ideas.
- References for further reading on topics like constructionism and the LEGO Serious Play method.
Modified1 lego slides putting play in our secondary practice for hice 2013wenzela
This document discusses incorporating play-based learning opportunities at the secondary level to enhance student learning and success. It provides background on play theory and the benefits of play for development. While play is seen as vital for young children, the document questions how important it is for middle and high school students. It then explores what play-based learning could look like for secondary students, including examples of incorporating activities, games, problem/project-based learning, and technologies. Barriers and challenges to play-based learning are also addressed. The presentation aims to translate facets of play from early childhood into effective approaches for secondary classrooms.
Let's play, game-based learning in Academic Development, SEDA Conference work...Academic Development
This document discusses the value of game-based learning in academic development programs. It describes a game called "Sell Your Bargains" that was used in a PGCAP program to get students collaborating, thinking creatively, and learning outside the classroom. The game involved three stages - selecting a concept, sharing ideas collaboratively, and testing solutions. Benefits included fun, learning through play, collaboration, and thinking differently. Challenges were the complexity, resources needed, and time. More facilitators, technology, and support were suggested to address challenges and expand game-based learning's use in academic programs.
Lets play, game-based learning in Academic Development, 17 SEDA Conference wo...Chrissi Nerantzi
This document discusses the value of game-based learning in academic development programs. It describes a game called "Sell Your Bargains" that was used in a PGCAP program to help students learn about teaching in a fun way through collaboration and problem-solving. The benefits of the game included being enjoyable, learning through play, partnering with others, and thinking creatively. Challenges included the complexity of the game and time required. More facilitators and support could help address challenges and allow games to be used more effectively in academic development programs.
This document discusses the importance of play, experimentation, and problem solving in learning. It notes that while schools currently focus on autonomous problem solving, workplaces increasingly require teamwork and collaboration. Play encourages curiosity, lowers the stakes of failure, and allows children to deeply engage with problems in a way schools aim for. The document provides examples of classroom projects integrating these skills, such as an owl dissection and open-ended design project. It also lists online resources teachers and students can use to support learning through play.
This document discusses using games to enhance engagement, interaction and reflection in continuing professional development. It provides an overview of creating a game or activity for a workshop, including brainstorming ideas and designing the game. Participants are asked to complete a form and do a 5 minute presentation about their created game. The document also includes references for further reading on the educational benefits of games and gamification.
The university as a playground... invited LSE workshop 18 January 2018Chrissi Nerantzi
The document discusses the role of playfulness and creativity in higher education learning and teaching. It provides examples of how introducing playful elements can help students to experiment with ideas, take risks, and reimagine the world. The workshop then explores opportunities to inject more playfulness into teaching practices through discussion and creative activities.
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
This document discusses a study on how game design and development supports students' digital literacy skills and 21st century skills like creative thinking, collaboration, and problem solving. The study used surveys, student interviews, and observations of a game design class to understand students' perceptions. The results showed that students felt the class helped develop their creative thinking and problem solving abilities. It also supported collaboration as students shared ideas and helped each other. The study aims to provide insights into how game design can engage students in developing important 21st century competencies.
The document discusses using games and multimedia in education. It notes that today's students are immersed in technology and that games can provide engaging, hands-on learning. The document suggests incorporating gaming into classrooms to better teach students through meaningful choices, collaboration, and problem-solving in simulated environments.
CreativeCulture Remixing Play workshop: keynoteSylvester Arnab
This document summarizes a workshop on remixing play for gameful learning experiences. The workshop will discuss using play and games for learning and using the game design process as a learning process. It will provide inspirations from card games, story dice, escape rooms and more to tap into play mechanics for creative and innovative thinking. Participants will design a gameplan by mapping strategy and mechanics from common games. The workshop aims to design empowering learning experiences and break educational barriers with contextualized, pervasive and gameful learning.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
Educational Gaming W200 Iupui Spring 09guestef9387
The document discusses the need for more research on educational games and how to make them both fun and relevant for students. While some classrooms already use computer games, more research is needed, especially at the primary and secondary levels. Educational games need reward systems not tied to academics and need to engage student interest over testing performance. Most have been made without a learning theory or research background.
Similar to Playing board-games to learn at uni, really? (20)
Introducing Openness through the national professional development initiative...Chrissi Nerantzi
This document summarizes a UNESCO project in Uzbekistan that aims to improve professional development for foreign language teachers through open education. The project involves reviewing an existing online course, planning collaboration with other institutions, and creating an open textbook. It proposes adopting open pedagogies like collaborative learning, reflection, and virtual exchange. The project team faces challenges like different time zones but builds on diversity. Overall, the project aims to certify teachers through open, collaborative learning opportunities that develop global competence.
What fuels pedagogic innovation? 22nd of May 2018 University of LeedsChrissi Nerantzi
This document summarizes a presentation on pedagogic innovation in higher education given at the 12th Research Students' Education Conference at the University of Leeds on May 22, 2018. The presentation discusses what fuels pedagogic innovation, defines a pedagogic innovator, reviews factors that help or hinder innovation, and proposes ways that institutions can foster innovation, such as supporting communities of practice, creating protected spaces for experimentation ("greenhousing"), and investing in innovative educators.
Towards free range professional development of HE teachersChrissi Nerantzi
The document summarizes a presentation about designing alternative models for professional development of higher education teachers based on an open community approach. It discusses findings from a phenomenographic study that examined the collaborative open learning experience of participants in two open cross-institutional courses. The study identified categories of description related to how participants experienced the courses, collaboration, and boundary crossing. It proposes a cross-boundary collaborative open learning framework informed by literature that could guide innovative teaching and learning by harnessing technology and openness while building communities across institutions.
This document provides an overview of a PhD student's research journey from 2013 to 2016. It summarizes their research exploring collaborative open learning in cross-institutional professional development courses for higher education teaching staff in the UK. The research included a phenomenographic study with interviews of 22 participants in two open online courses to understand experiences of collaborative open learning. The findings led to the development of an outcome space and proposed collaborative open learning framework. The document also outlines limitations, contributions to knowledge, and key events over the course of the research project.
This document discusses developing a flexible collaborative learning framework for open cross-institutional academic development courses at the postgraduate level. It outlines the author's revised research questions which aim to explore open collaborative learning and develop a collaborative design framework for open online cross-institutional courses. The document also summarizes the author's research design involving two case studies and data collection methods.
An open course developed by Chrissi Nerantzi and Lars Uhlin used problem-based learning and provided flexibility through distance and online learning. The course allowed multiple learning modes, including working independently or in groups. Over time, discussions emerged around incorporating group work and problem-based learning into MOOCs to enhance collaboration and connected learning. Various models were tried, such as rolling groups, learning hubs, discussion pyramids, and facilitated connected learning MOOCs. Platforms and apps also launched to support grouping in open online courses.
Doctoral studies Year 1 the journey @chrissinerantziChrissi Nerantzi
Chrissi Nerantzi presented on developing a flexible collaborative learning framework for open cross-institutional Academic Development courses at postgraduate level. The framework involved open PBL groups across multiple institutions. The course faced challenges with participant engagement and confusion, but facilitators and participants reported learning and value from connecting with others. Organizers will consider changes for future iterations like clearer grouping, earlier social connections, and limiting external speakers.
The Role of a Learning Technologist in Transforming Digital Learning Practice...Chrissi Nerantzi
18 January 2018, London, invited contribution to the Inside Government event Embracing Technology Enhance Learning in Higher Education
https://chrissinerantzi.wordpress.com/2018/01/20/inside-government-event-18-1-18/
Better together? workshop with Dr Stephen Powell #TELfest at Manchester MetChrissi Nerantzi
This document advertises an upcoming development opportunity on collaborative online learning hosted by Chrissi Nerantzi and Dr. Stephen Powell at TELfest on September 13, 2017. It will involve sharing experiences of online and collaborative learning, an overview of frameworks that support collaborative learning with technology, and a discussion of the attendees' contexts and practices. The document also advertises an open online course on flexible, open, and social learning starting on October 2nd that will allow participants to experience online learning as learners and work towards academic credits or use it for informal professional development.
Co-imagineering the future university APT17 4 July 2017Chrissi Nerantzi
This document summarizes a workshop on co-imagining the future university held at Greenwich University. The workshop was divided into starter, main course, and dessert sections. In the starter, participants co-imagined future universities in small groups by developing brands, logos, and models. The main course presented findings from a study on open educational practices and boundary crossing. It discussed opportunities and challenges of boundary crossing. The dessert had participants revisit their models and connect ideas to their practice. The workshop concluded by discussing a potential new model for academic development and higher education based on cross-boundary communities.
Opening-up the HE box through cross-boundary collaborative open learning in c...Chrissi Nerantzi
This document discusses opening up higher education through cross-boundary collaborative open learning. It presents a phenomenographic study of two open online courses involving academics from different institutions. Interviews and surveys examined how participants experienced these cross-institutional courses and which characteristics most influenced their experiences. The study developed a framework for open learning consisting of learner engagement patterns, needs, and design considerations. The framework aims to support new approaches to academic development and continuing professional development that are cross-institutional, collaborative, and open.
A ticket for a cross-boundary higher education system. Just a dream? PhD studyChrissi Nerantzi
This document describes a study that used a collective case study approach and phenomenography to examine learners' experiences in two open cross-institutional academic development courses designed for collaborative learning. The study aimed to understand learners' experiences, which course characteristics most influenced learners, and develop a collaborative open learning framework. Data collection methods included surveys and interviews. Preliminary findings identified categories of description around course experience, boundary crossing, and collaboration. The outcome space addressed the research questions and informed a proposed collaborative open learning framework for cross-institutional academic development.
This document provides information about the #creativeHE open online course that took place from January 16-20, 2017. It introduces the course facilitators and outlines the daily plan and topics to be covered over the 5 days. The goals of the course are also stated as reflecting on creative teaching and evaluating innovations in one's own practice. Participants are encouraged to share their stories, creations and reflections. Information is also provided about badges and writing for a magazine. The course organizers thank the facilitators and participants.
#DAPP162 Session 3: Designing for learning & learning theoriesChrissi Nerantzi
This document discusses various learning theories and their application to teaching practice. It begins by outlining three main theories of teaching in higher education: teaching as telling, teaching as organizing student activity, and teaching as making learning possible through cooperative and self-directed learning. Groups then studied theories of behaviorism, cognitivism, socio-constructivism, connectionism, and connectivism and created posters to highlight the key aspects of each. The document emphasizes applying theory to practice and constructing teaching methods, learning activities, and assessments to align with intended learning outcomes.
The developer's real new clothes by Chrissi Nerantzi, for 21st annual SEDA Co...Chrissi Nerantzi
This document outlines Chrissi Nerantzi's PhD research exploring cross-boundary learning in open online courses. The research involved two case studies of open cross-institutional courses for academic development. Data was collected through surveys and interviews with participants and analyzed using phenomenography to identify categories of description. The findings were used to develop a proposed cross-boundary collaborative open learning framework for cross-institutional academic development. The framework is intended to inform the design of open courses and engagement patterns to support learning with others across institutional boundaries.
This document discusses the UK Professional Standards Framework (PSF) for higher education teaching. It provides an overview of the PSF descriptors and dimensions. The descriptors outline four levels of experience and responsibility - Associate Fellow, Fellow, Senior Fellow, and Principal Fellow. The dimensions cover areas of activity, core knowledge, and professional values that are important for teaching in higher education. The document also discusses changes in higher education, including the student experience and employability, and how these may influence teaching practices.
2016 #DAPP162 Reflection, UK PSF, Observations >>> week 1Chrissi Nerantzi
This document discusses reflection and observations of teaching. It begins with an introduction to reflection, including definitions and models of reflection. It emphasizes the importance of reflection being a collegial activity. It then discusses conducting observations of teaching, including checklists and providing feedback. It stresses using reflection to improve based on observations. The intended learning outcomes are also summarized.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
1. Playing board games for learning at uni, really?
Dr Chrissi Nerantzi (FSEDA, SFHEA, CMALT, NTF), @chrissinerantzi,
CELT, Manchester Met
Seminar series SEED “Teaching matters”, University of Manchester, 7 December 2017
“If you don’t feel like an idiot at least once a day, you need to work less and play more.
Dumb errors force us to learn, progress and innovate.” (Kessels, 2016, 129)
https://get.pxhere.com/photo/play-recreation-red-color-cone-board-game-fun-sports-games-shape-entertainment-voltage-parchesi-up-not-indoor-games-and-sports-
tabletop-game-english-draughts-game-stone-1160644.jpg
2. Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher
education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-
to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle
Pauli
Reading
@chrissinerantzi
3. The playshop plan
• Introduce each other, play and board
games
• Discuss board games through play and
adapt one
@chrissinerantzi
4. Evolution
new ideas from existing ideas
Synthesis
combination of existing ideas
Revolution
brand new ideas
Re-application
existing ideas in new light
Changing direction
new path when old doesn’t work
Creativityreminder
@chrissinerantzi
5. Q1: Which board games have you played/do you
like playing? Speed dating and sharing.
Q3: What
bothers you
about board
games?
@chrissinerantzi
6. “Only when we care about
experimentation, play, and questions
more than efficiency, outcomes, and answers do
we have a space that is truly open to the
imagination. And where imaginations
play, learning happens.” (Thomas & Seely
Brown, 2011, 118)
@chrissinerantzi
7. Creative reflection: James & Brookfield (2014, 54)
Criticality Creativity
Playfulness Imagination
Reflection
“Blending creativity and reflection, and infusing them with qualities of
imagination and play, creates a powerful cocktail that enhances learning”.
James & Brookfield (2014, 55)
@chrissinerantzi
8. • Capture something you did recently
in one of your sessions that didn’t
work.
• Make a ball out of this.
• Add it to the bin.
image source: http://upload.wikimedia.org/wikipedia/commons/6/6a/Paperball.png
http://www2.psd100.com/ppp/2013/10/0401/recycle-bin-empty-icon-1004144319.png
Bin it! 1/2
@chrissinerantzi
10. Educational benefits of traditional
games (Whitton & Moseley, 2012, 139)
• “They require no technical knowledge to create
or play.
• They can be produced cheaply and easily using
readily available materials.
• Inspiration and working gameplay approaches
can be readily sourced from existing board, card
or other games.
• They can encourage group working and
discussion.
• They can be reproduced and amended easily.”
@chrissinerantzi
11. Play oneare you ready?
“Play sets the stage for cooperative socialization. It nourishes the roots of trust, empathy, caring, and sharing.”
(Brown, 2009, 197)
14. • Pick somebody else’s “binned idea”.
• Come up with an idea to take the
idea forward!!! Could a (board-)
game help? Share with the
originator.
image source: http://upload.wikimedia.org/wikipedia/commons/6/6a/Paperball.png
http://www2.psd100.com/ppp/2013/10/0401/recycle-bin-empty-icon-1004144319.png
Un-bin it! 2/2
@chrissinerantzi
15. Playground Pedagogy Three main theories of teaching
(Ramsden, 2008)
Playground 1.0 supervised > feeling safe,
developing trust
Theory 1: Teaching as telling, transmission
or delivery - PASSIVE
Playground 2.0 participatory > gaining
playful confidence through guided
playful learning
Theory 2: Teaching as organising or
facilitating student activity - ACTIVE
Playground 3.0 self-determined >
autonomy, developing and sustaining
play-active practice
Theory 3: Teaching as making learning
possible – SELF-DIRECTED
Nerantzi, C. (2015) The Playground Model for Creative Professional Development, In: Nerantzi,
C. & James, A. (eds.) (2015) Exploring Play in Higher Education, Creative Academic Magazine,
Issue 2A, June 2015, pp. 40-50, available at http://www.creativeacademic.uk/
Play one
Adapt one
Create one
@chrissinerantzi
20. References
Brookfield, S. (2017) Creative approaches to stimulate classroom discussions, in: Watts, L.S. &
Blessinger, P. (2017) Creative learning in higher education. International perspectives and approaches,
London: Routledge, pp. 159-176
Brown, S. (2010) Play. How it shapes the brain, opens the imagination, and invigorates the soul, New
York: Penguin.
James, A. & Brookfield S. (2014) Engaging Imagination. Helping Students become creative and reflective
thinkers, San Francisco, CA: Jossey-Bass.
Kessels, E. (2016) Failed it! How to turn mistakes into ideas and other advice for successfully screwing
up, London: Phaidon press.
Nerantzi, C. (2015) The Playground Model for Creative Professional Development, In: Nerantzi, C. &
James, A. (eds.) (2015) Exploring Play in Higher Education, Creative Academic Magazine, Issue 2A, June
2015, pp. 40-50, available at http://www.creativeacademic.uk/
Whitton, N. & Moseley, A. (2012) Designing low-cost games for learning, in:Whitton, N. & Moseley, A.
(eds.) Using games to enhance learning and teaching. A beginner’s guide, Oxon: Routledge
@chrissinerantzi
21. Playing board games for learning at uni, really?
Dr Chrissi Nerantzi (FSEDA, SFHEA, CMALT, NTF), @chrissinerantzi,
CELT, Manchester Met
Seminar series SEED “Teaching matters”, University of Manchester, 7 December 2017
Share with care
https://get.pxhere.com/photo/play-recreation-red-color-cone-board-game-fun-sports-games-shape-entertainment-voltage-parchesi-up-not-indoor-games-and-sports-
tabletop-game-english-draughts-game-stone-1160644.jpg
Editor's Notes
Dear colleagues,
Please allow me to invite you to our next SEED 'Teaching Matters' session, to be held Thursday 7th December, 1-2pm in room B4.3 of the Ellen Wilkinson building. This looks like it is going to be a really interesting one:....
Playing games to learn at uni, really?
Presenter: Dr Chrissi Nerantzi, Centre for Excellence in Learning and Teaching, MMU
Chair: Dr Kate Rowlands, Global Development Institute
In this workshop we will explore together the use of board-games to enhance learning and teaching and create stimulating and playful learning experiences for our students that foster inquiry, creativity and collaboration. We will use the playground model (Nerantzi, 2015) to scaffold a series of hands-on activities. This model will enable us to experience, explore and experiment with board-games, existing ones and also to consider the co-creation of new ones with colleagues and students for our own practice. The following interview into playfulness might be a useful introduction:
Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle Pauli
Looking forward to seeing you there!
Yours, Drew
--
Director of Teaching and Learning Strategy, Manchester Institute of Education
Twitter: @DrewWhitworth1 Tel: +447501963630 Skype: drew.whitworth
B3.10 Ellen Wilkinson Building, University of Manchester, M13 9PL
----
Communal game
Board games for learning at uni, really?
In this workshop we will explore together the use of board-games to spice-up learning and teaching and create stimulating and playful learning experiences for our students that foster inquiry, creativity and collaboration. We will use the playground model (Nerantzi, 2015) to scaffold a series of hands-on activities. This model will enable us to experience, explore and experiment with board-games, existing ones and also consider the co-creation of new ones with colleagues and students for our own practice. Please bring a board game with you! The following interview into playfulness might be a useful introduction:
Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle Pauli
….
Secondly, the session on 7th Dec is 12-1pm. The session is open to academics within my school so I was hoping that you could introduce the concept of Board Games for learning i.e. demonstrate how to develop one or how you would use an existing board game and the benefits of doing so...I will also need (so I can market the session for attendees) a couple of sentences about the session if that's ok?
From Kate the above
Things you could include:
What is being done at your institutions in terms of games, creative and playful learning. How does your institution go about approaching such projects, how do you assess/embed them?
Talk about what you have seen working as a professional in your institution or elsewhere and that could apply to social sciences.
Your creative academic course
Anything you think would fit the above -simple-summary!
(10 min) Group Activity: Reflect and come up with examples for each category
use blue flashcards and sample items (products/innovations on cards, real objects etc).
Discuss within the group
Thomas, D. & Seely Brown, J. (2011) A new culture of learning. Cultivating the imagination for a world of constant change.
establish creative habits through creative reflection
Papi’s wooden one…
Board games for learning at uni, really?
In this workshop we will explore together the use of board-games to spice-up learning and teaching and create stimulating and playful learning experiences for our students that foster inquiry, creativity and collaboration. We will use the playground model (Nerantzi, 2015) to scaffold a series of hands-on activities. This model will enable us to experience, explore and experiment with board-games, existing ones and also consider the co-creation of new ones with colleagues and students for our own practice. Please bring a board game with you! The following interview into playfulness might be a useful introduction:
Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle Pauli
….
Secondly, the session on 7th Dec is 12-1pm. The session is open to academics within my school so I was hoping that you could introduce the concept of Board Games for learning i.e. demonstrate how to develop one or how you would use an existing board game and the benefits of doing so...I will also need (so I can market the session for attendees) a couple of sentences about the session if that's ok?
From Kate the above
Things you could include:
What is being done at your institutions in terms of games, creative and playful learning. How does your institution go about approaching such projects, how do you assess/embed them?
Talk about what you have seen working as a professional in your institution or elsewhere and that could apply to social sciences.
Your creative academic course
Anything you think would fit the above -simple-summary!
Stuart Brown
In groups of 4, use what colleagues have brought with them
Paper A3, card
Markers
Gummy bears
Lego bricks
dice
Make into flashcards
Also story dice take with me
sticks
Use playground 1, 2 and 3 as a structure!!!
Bits of paper, card, markers, dice, sweeties (different colours)
May 2015
Dear colleagues,
Please allow me to invite you to our next SEED 'Teaching Matters' session, to be held Thursday 7th December, 1-2pm in room B4.3 of the Ellen Wilkinson building. This looks like it is going to be a really interesting one:....
Playing games to learn at uni, really?
Presenter: Dr Chrissi Nerantzi, Centre for Excellence in Learning and Teaching, MMU
Chair: Dr Kate Rowlands, Global Development Institute
In this workshop we will explore together the use of board-games to enhance learning and teaching and create stimulating and playful learning experiences for our students that foster inquiry, creativity and collaboration. We will use the playground model (Nerantzi, 2015) to scaffold a series of hands-on activities. This model will enable us to experience, explore and experiment with board-games, existing ones and also to consider the co-creation of new ones with colleagues and students for our own practice. The following interview into playfulness might be a useful introduction:
Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle Pauli
Looking forward to seeing you there!
Yours, Drew
--
Director of Teaching and Learning Strategy, Manchester Institute of Education
Twitter: @DrewWhitworth1 Tel: +447501963630 Skype: drew.whitworth
B3.10 Ellen Wilkinson Building, University of Manchester, M13 9PL
----
Communal game
Board games for learning at uni, really?
In this workshop we will explore together the use of board-games to spice-up learning and teaching and create stimulating and playful learning experiences for our students that foster inquiry, creativity and collaboration. We will use the playground model (Nerantzi, 2015) to scaffold a series of hands-on activities. This model will enable us to experience, explore and experiment with board-games, existing ones and also consider the co-creation of new ones with colleagues and students for our own practice. Please bring a board game with you! The following interview into playfulness might be a useful introduction:
Nerantzi, C. (2016) Learning to play, playing to learn: the rise of playful learning in higher education – Digifest 2016, 25 February 2016, available at https://www.jisc.ac.uk/news/learning-to-play-playing-to-learn-the-rise-of-playful-learning-in-he-25-feb-2016 interviewed by Michelle Pauli
….
Secondly, the session on 7th Dec is 12-1pm. The session is open to academics within my school so I was hoping that you could introduce the concept of Board Games for learning i.e. demonstrate how to develop one or how you would use an existing board game and the benefits of doing so...I will also need (so I can market the session for attendees) a couple of sentences about the session if that's ok?
From Kate the above
Things you could include:
What is being done at your institutions in terms of games, creative and playful learning. How does your institution go about approaching such projects, how do you assess/embed them?
Talk about what you have seen working as a professional in your institution or elsewhere and that could apply to social sciences.
Your creative academic course
Anything you think would fit the above -simple-summary!