REMIXING PLAY WORKSHOP
The workshop presents ideas about playful and gameful learning, to extend formal engagement methods in teaching. Gameful learning experience promotes lifelong learning, and reshapes thinking about learning for 21st century knowledge economies and open societies. The workshop taps into playful inspirations of existing traditional games played by various cultures in Sarawak and all around the globe. In the workshop, participants will develop playful solutions to address serious challenges, themes and topics.
Date: 16 August 2017
Time: 2PM – 5PM
Venue: UNIX Lab, Lower Ground Floor, Faculty of Computer Science and Information Technology (FCSIT), Universiti Malaysia Sarawak
Fee: Free-of- charge
Participants: Educators and trainers who are interested to use games for teaching and training
At the workshop, participants will meet the GameChangers team (gamify.org.uk) from the U.K., who will share their experience in using game design in teaching and learning, followed by a hands-on gameplay session.
Do visit CreativeCulture website http://www.mycapsule.my/ to register for the workshop.
Talk: Remixing Play for a Gameful Learning Experience
This talk will touch on the potential of playful and gameful approaches for extending engagement to formal methods as an important means for promoting anytime anywhere and lifelong learning and, subsequently, for reshaping learning to better match the needs of the 21st century knowledge economies and open societies. To support this extension, it is important for educational institutions to evaluate and possibly re-design how formal spaces are being used in teaching and learning and how digital platforms can help facilitate delivery, application and assessment of learning in informal context. The talk will also describe existing initiatives, such as the GameChangers programme (http://gamify.org.uk) and the EU funded Beaconing project (http://beaconing.eu).
Hands-on workshop: Remixing Play into a Game-Plan
This 2-hour workshop will explore how playful inspirations can be exploited for informing the development of a game-plan. The approach can be adapted as a learning process and/or tool. Participants will develop playful solutions that will address serious challenges, themes and/or topics. This approach is based on a holistic model for developing solutions, where the process is driven by the needs rather than technology.