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Co-Creating 
Games With 
Children Karen Mouws 
Lizzy Bleumers 
iMinds-SMIT, VUB 
26/11/14 1
From game design to coding… 
26/11/14 2
Kids Game Lab: the project 
§ Game co–design in a non-formal learning 
context 
§ Increase motivation and involvement 
§ Pilot study: 
§ Game idea generation by children 
§ Context: school project week 
§ Multi stakeholder approach 
§ Partners: 
§ iMinds-SMIT, VUB 
§ iDrops 
26/11/14 3
Theoretical Lenses 
§ Two aspects of Co-Design: 
§ The activity of making 
§ Learning from each other & cooperation 
§ Two lenses: 
§ Participation in Creative Production 
(Kafai & Peppler, 2011) 
§ Cooperative Learning 
(Johnson & Johnson, 1999, 2009) 
26/11/14 4
Participation in Creative Production 
(Kafai & Peppler, 2011) 
• Making artistic choices 
• Connecting 
multimodal sign systems 
• Crediting ownership 
• Providing inside 
information 
• Observing 
& deconstructing media 
• Evaluating & reflecting 
• Referencing, reworking, 
& remixing 
• Coding 
• Debugging 
• Repurposing 
Technical 
practices 
Critical 
Practices 
Creative 
Practices 
Ethical 
Practices 
26/11/14 5
Cooperative Learning 
(Johnson & Johnson, 1999; 2009) 
Positive Interdependence 
• Group members need each other for success. 
Individual Accountability 
• Every group member is accounted individually. 
Promotive Interaction 
• Group members help each other learn (both skills and knowledge acquisition). 
Social Skills 
• Leadership, trust and communication. 
Group Processing 
• The way a group reflects on its own functioning and bases decisions on this. 
26/11/14 6
Research Questions 
§ Q1. Which expressions of creative media production 
and cooperative learning occur, either emerging 
spontaneously or being addressed explicitly throughout 
the pilot trajectory? 
§ Q2. How do cooperative learning activities shape the 
creative production of game concepts or prototypes, and, 
vice versa, how does participation in creative production 
processes shape the cooperative learning that takes 
place during the pilot trajectory? 
26/11/14 7
Methodology 
§ Case study approach 
§ Participants 
§ Pilot trajectory: 
analogue design activities 
Recognizing 
Talents 
• Make your own 
avatar 
Getting ideas 
• Think up your 
dream school 
§ Research procedure 
Diving In 
• Discover how a 
game works 
Working 
Ideas 
• Craft a game 
• Explain the 
game to your 
peers 
Presenting 
Ideas 
• Show your 
result as a 
group 
§ Observation and coding through theoretical lenses 
26/11/14 8
Results: Expressions 
§ Creative production 
§ Spontaneous 
expressions: 
mostly creative and 
technical practices 
§ Critical and ethical 
practices are present, 
but require more attention 
26/11/14 9
Results: Expressions 
§ Cooperative learning 
§ Overall strong 
cooperation and 
communication 
§ Occasional problems: 
§ Making compromises 
§ Communicating ideas 
and concepts 
§ Group processing 
26/11/14 10
Results: Mutual shaping 
§ Group processes influence creative decisions 
and results 
§ Leadership, trust and communication 
§ Poor cooperation leads to slower, less efficient 
workflow and incoherent design decisions 
§ Ethical practices (openness) can influence 
promotive interaction and trust 
26/11/14 11
Limitations of the study 
§ Case Study: specificity 
§ Limited group / time 
§ Class climate 
§ General framework, not specific to games, game 
literacy or game based learning. 
26/11/14 12
Implications for future research and 
co-design 
§ Further attention for the influence of cooperative 
processes on creative practices and vice versa. 
§ Exploring strategies for better group dynamics 
in co-design (for children) 
26/11/14 13
Practical takeaways 
§ Provide co-design facilitators with training in 
cooperative processes. 
§ Involve educators in the process. 
§ Provide sufficient introduction and trust building 
at the start of a trajectory. 
§ Include guidelines for ethical consideration of 
children and their idea ownership. 
26/11/14 14
Final thought: 
How can we maintain balance? 
Formal 
facilitation 
Non-formal 
learning 
26/11/14 15
Contact Information 
§ For questions and comments, please contact: 
§ Karen.Mouws@vub.ac.be 
§ Lizzy.Bleumers@vub.ac.be 
§ Please join our discussion on informal learning 
and digital games on our hackpad: 
§ https://kidsgamelab.hackpad.com 
26/11/14 16

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Co-creating games with children - A case study (@Meaningful Play 2014)

  • 1. Co-Creating Games With Children Karen Mouws Lizzy Bleumers iMinds-SMIT, VUB 26/11/14 1
  • 2. From game design to coding… 26/11/14 2
  • 3. Kids Game Lab: the project § Game co–design in a non-formal learning context § Increase motivation and involvement § Pilot study: § Game idea generation by children § Context: school project week § Multi stakeholder approach § Partners: § iMinds-SMIT, VUB § iDrops 26/11/14 3
  • 4. Theoretical Lenses § Two aspects of Co-Design: § The activity of making § Learning from each other & cooperation § Two lenses: § Participation in Creative Production (Kafai & Peppler, 2011) § Cooperative Learning (Johnson & Johnson, 1999, 2009) 26/11/14 4
  • 5. Participation in Creative Production (Kafai & Peppler, 2011) • Making artistic choices • Connecting multimodal sign systems • Crediting ownership • Providing inside information • Observing & deconstructing media • Evaluating & reflecting • Referencing, reworking, & remixing • Coding • Debugging • Repurposing Technical practices Critical Practices Creative Practices Ethical Practices 26/11/14 5
  • 6. Cooperative Learning (Johnson & Johnson, 1999; 2009) Positive Interdependence • Group members need each other for success. Individual Accountability • Every group member is accounted individually. Promotive Interaction • Group members help each other learn (both skills and knowledge acquisition). Social Skills • Leadership, trust and communication. Group Processing • The way a group reflects on its own functioning and bases decisions on this. 26/11/14 6
  • 7. Research Questions § Q1. Which expressions of creative media production and cooperative learning occur, either emerging spontaneously or being addressed explicitly throughout the pilot trajectory? § Q2. How do cooperative learning activities shape the creative production of game concepts or prototypes, and, vice versa, how does participation in creative production processes shape the cooperative learning that takes place during the pilot trajectory? 26/11/14 7
  • 8. Methodology § Case study approach § Participants § Pilot trajectory: analogue design activities Recognizing Talents • Make your own avatar Getting ideas • Think up your dream school § Research procedure Diving In • Discover how a game works Working Ideas • Craft a game • Explain the game to your peers Presenting Ideas • Show your result as a group § Observation and coding through theoretical lenses 26/11/14 8
  • 9. Results: Expressions § Creative production § Spontaneous expressions: mostly creative and technical practices § Critical and ethical practices are present, but require more attention 26/11/14 9
  • 10. Results: Expressions § Cooperative learning § Overall strong cooperation and communication § Occasional problems: § Making compromises § Communicating ideas and concepts § Group processing 26/11/14 10
  • 11. Results: Mutual shaping § Group processes influence creative decisions and results § Leadership, trust and communication § Poor cooperation leads to slower, less efficient workflow and incoherent design decisions § Ethical practices (openness) can influence promotive interaction and trust 26/11/14 11
  • 12. Limitations of the study § Case Study: specificity § Limited group / time § Class climate § General framework, not specific to games, game literacy or game based learning. 26/11/14 12
  • 13. Implications for future research and co-design § Further attention for the influence of cooperative processes on creative practices and vice versa. § Exploring strategies for better group dynamics in co-design (for children) 26/11/14 13
  • 14. Practical takeaways § Provide co-design facilitators with training in cooperative processes. § Involve educators in the process. § Provide sufficient introduction and trust building at the start of a trajectory. § Include guidelines for ethical consideration of children and their idea ownership. 26/11/14 14
  • 15. Final thought: How can we maintain balance? Formal facilitation Non-formal learning 26/11/14 15
  • 16. Contact Information § For questions and comments, please contact: § Karen.Mouws@vub.ac.be § Lizzy.Bleumers@vub.ac.be § Please join our discussion on informal learning and digital games on our hackpad: § https://kidsgamelab.hackpad.com 26/11/14 16