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Playful Learning - evaluation and
development of OER Board Game Jams
Except where otherwise stated, this document has been licensed CC BY 4.0
Stephanie (Charlie) Farley
Open Education Resource Advisor
Educational Design and Engagement
University of Edinburgh
Dr Eva Murzyn
School of Philosophy, Psychology, &
Language Sciences
University of Edinburgh
What can games do for us?
• Allow us to interact with each other in
different ways
• Create a safe space where losing can be
experienced away from fear.
• Provide a space for experimentation
• Can challenge, inspire, and
motivate
OER Policy & University Mission
To “make a significant, sustainable socially
responsible contribution to Scotland, the UK, and
the world”.
OER Policy: http://open.ed.ac.uk/about/
What is an OER?
An Open Educational Resource, OER, is a freely
available and openly licensed digital resource.
By applying an open licence to a copyrighted work,
rights holders give permission for others to copy or
change their work in ways that would otherwise
infringe copyright law.
For the games created in a Jam we use a CC BY 4.0
licence:
Except where otherwise stated, this work
by [author’s names] is licensed under a Creative
Commons Attribution 4.0 International License
Roll your pirate dice!
Are you ready to play?
CRC Flickr account (3 mins)
• The Centre for
Research Collections’
Flickr account is an
example of an Open
Educational Resource.
• It contains several
hundred images from
our images database
https://www.flickr.com/photos/crcedinburgh/albums
Theme (3 min)
The underlying premise or set of assumptions
describe what the players are doing in the game.
Setting (3 min)
This can be the geographic location, time period,
and/or imaginative environment where the game
is taking place.
End Conditions (5 min)
What are the end or win conditions for your
game?
What objective or purpose are your players
working towards (or to avoid)?
Mechanics (5 min)
Select 2 mechanics from the list provided.
“These are the procedures and rules of your
game...how players can and cannot try to achieve
it, and what happens when they try.”
Jesse Schell, The Art of Game Design, A Book of Lenses
Gameplay / Rules (10 min)
Write out a basic set of rules on a spare piece of
player that will guide your players through your
game mechanics towards the end/win condition
of your game.
Test your game(10 min)
Attempt to play out your game, does everyone in
your group know what’s happening?
Do you need to make anything clearer?
Add/remove challenges?
Game Document (10 min)
Write out a basic set of rules on the game
document provided.
Include what resources will be needed to play
your game.
Provide licence details for any resources used.
game.
Congratulations!
You made a board
game!
Image: Robot/Android by OpenClipart-Vectors/23750, Pixabay, CC0
The study
Dr Eva Murzyn
School of Philosophy, Psychology, & Language Sciences
University of Edinburgh
Rationale
• Sessions are receiving positive feedback, but…
• Feedback forms are limited
• We wanted to listen to the participants more
closely
Goals
• Why do participants attend these events?
• What is their experience of the workshop?
• How do they apply their learning?
• What ideas do they have for improvement?
Method
5 interview groups were held between July and
November 2017.
Semi-structured questions for each session, focusing
on workshop experience and application.
Participants
Pseudonym Age Gender Position
Andy 52 Male Academic staff
Anna 57 Female Support staff
Alex 33 Male Support staff
Bob Male Academic staff
Beth 56 Female Academic staff
Cara 41 Female Support staff
Chris 27 Male Postgraduate student
Chloe 26 Female Academic staff
Diana 30 Female Support staff
Dave 29 Male Postgraduate student
Ellen Female Postgraduate student
Analysis
Interviews audio recorded and transcribed with help
of PTAS funded assistant.
Data analysed in NVivo 11, using a mixed methods
approach including Thematic Analysis to identify
prominent themes (Braun & Clarke, 2006).
Strengths and limitations
• Low number of sessions
• Participant from recent and old sessions. We could
see follow-up projects in various stages of
completion, and see how copyright information
stays after a long time.
• A more structured follow up process would be
beneficial.
Motivations to attend
Experience
• DAVE - “I mean there was something involved
about licensing and referencing but my main goal I
think was to have fun, play and design a game.”
• ANDY: “So, I was looking forward to having the
knowledge and experience of doing it.”
Learning
• DIANA – “For me, I just wanted to look at different
options of where we can learn. So I just wanted to
explore different learning opportunities.”
• DAVE: “I suppose it is another way of learning that I
could incorporate into my work. Initially, I didn’t
think about taking away anything from that but it is
an experience that might be useful to implement in
some areas of teaching.”
Engagement
• BOB: “We try to get people engaged, we try to get
people participating and that I thought the workshop
behind the experiential orientation was a good idea to
develop an appreciation of what was working and was
not. Like trial and error.”
• CHRIS: “I was looking to do more group activities with
my tutorial group and I thought it would be an
interesting way to explore. I wasn’t able or committed
to develop a whole bard game but just sort of explore
the ways you can arrange group dynamics using tools
like games.”
Games
• BOB: “So I was really intrigued by what constitutes a
game and how to put one together. I was curious how
to use it and take that forward to apply it in my
lectures. So that is really why I was interested.”
• CHLOE: “So the reason why I went was because I took
part in a online competition, called ‘I am a Scientist, get
me out of here’ and I won and part of that is that you
get £500 to spend on public engagement activities and
the thing I wanted to do was develop a board game
about evolution. So I wanted to go in and learn about
how you start with that because I have never done
anything like that before.”
Copyright
• ALEX: “I (still would) have attended that particular
session because I actually use a lot creative common
material in putting together our own material.”
• CARA: “(…)it was an interesting way to look at the OER
policy and Creative Commons. So I was recommending
people to go partly because I thought the board game
might be much more interesting rather than going and
learning about copyright.”
Summary
• Overall, most participants stated they had multiple
reasons to attend, with copyright being probably
the least important. The sentiment was that while
it was a useful topic to learn about, it was not the
main driver of attendance.
Experiences of the
session
Hands-on learning
• ALEX: “Actually forcing you to look up for every image
that you will be using really worked. I think had it been
just a dry session, I would have probably forgotten half
of it by now.”
• BOB: “It’s a hand on experience. It’s natural. As you go
through the process, you start appreciating the
challenges and you start to engage with the game
building. It is an experiential orientation, I think. It is a
valuable aspect rather than listen to stuff we do, stand
up and teach theory.”
Teamwork
• ANNA: “I met other people and the fact I had time to
see their game at the end, I thought that was very
useful because we were independent groups having a
chat about games, and they had something completely
different.”
• BETH: “I had a colleague from the languages so we had
a kind of common goal, but some came from a totally
different angle and background and it was quite
interesting, but you would need more time to integrate
with the tools we had to try to get to the common
frame.”
Time A
• ALEX: “Have we had a little bit longer to do some cross
play testing and feedback, I think that would have been
the icing on the cake.”
• BETH: “In that sense, the problem with the workshop
was too short for the hands-on experience.”
• CHRIS: “It is a hard sell because people don’t have time.
We would all love to spend our morning on something
that looks fun.”
Time B
• ELLEN: “but what actually helped was that you had this
time pressure, it forces you to make some decisions
and in the end we had quite a fun game.”
• DIANA : “Yeah, it was nice and quick. Just for people
who wanted to do it over lunchtime. Yeah, I found that
it went quite quickly but I got quite a lot from the
session in terms of copyrights and playful learning. Just
to get an idea of how it all works and then have the
opportunity to then go away and practice it myself.”
Final evaluation
• ALEX: You very much felt like you were put through different
paces to deliver something by the end. And that was really good.
• CARA: “I enjoyed the whole thing. I remember I enjoyed trying to
relate to different games. It was a bit outside the norm. It was
definitely outside the norms of the training sessions.”
• ELLEN: “it was really fun, and I think we need playful learning.
And also putting it in action, not just learning about it, but
actually doing it yourself. A more creative approach to doing this
was very fun, but also very valuable, because you look at those
things in a different light.”
Summary
• Participants appreciated the active, hands on
approach
• Mixed teams were a mixed blessing
• Time limits both challenging and frustrating
• Personal goals had an impact on experience
Applications and further
development
Copyright use
• BOB: “I have picked up lots of images and stuff like
that from the internet. And you start delving into
the licensing issues, I am going to totally revise and
be I have been very careful since with I have been
doing. So that was extremely useful.”
• DAVE: “It has become a heavy part when I search
for stuff to put into PowerPoint slides. I just filter
for Creative Commons License.”
Copyright use
ALEX: “I can’t remember the copyright at all, that
was the reason why I came to the session. Whilst I
think I grasped it on the day, I don’t think I
remember it or resonate this knowledge, but the
mechanism of the game, the excitement of creating
something and seeing it through from the very
beginning of the concept to something you can
actually play. That’s something that excited me and
still excites me and that’s what I took from the
session and not the copyrights.”
Game use
• BETH: I think my icebreaker have gotten much more
complex. It stopped being your name, your shoe size
and the favourite of the ice-cream that you like. It is to
work on things on pairs. It’s not that well-developed,
but it is more of a game, it is moving towards that.
• ANDY: “I took this idea and applied for the Innovative
Grant to work with student nurses and medical
students to create a game around infection control and
we got some funding actually. So, I see it as a way of
democratizing learning, so the end product could then
be shared with other student, staff or institutions or
other healthcare environments.”
Ideas for future development 1
• BETH: “I would have liked to come out with more
defined and practical ideas what to do.”
• BOB: “I got what I wanted which was an
understanding and appreciating of gaming. I got
more than expected in terms of different elements.
I just wish I had an opportunity where I can sit
down and reflect very deeply on how I can make a
better use of this.”
Ideas for future development 2
• CARA: “Is there a thought to use board game jams as a
vehicle for other pieces of learning? Because I don’t know if
it fits with other things but it might be interesting to look at
board game jams based on a different kind of game. (…) I.e.
today we are going to do a puzzle based game and that
might lend itself to learning a different subject area.”
• ANDY: “I would have liked to see some digital assets coming
out of the workshop so I can go back and say, yeah I
remember those guys, and that’s the game they did and so I
have something to refer back to if there is something I want
to remember. A blog, (…) so that there is a legacy from the
workshop.”
Ideas for future development 3
• ANDY: “I think there could be a range of workshops
from novice to experts. Starting us off with a
complete blank sheet of paper to creating your
own game. And then, here is the board now to
create rules. Something to engage as a sequence so
we can have a certificate at the end saying that we
are expert coders, board game inventors or
something.”
Summary
• While copyright not applied consistently, games
element was clearly inspiring
• Most requests and ideas focused around playful
learning:
• Opportunities to expand and reflect on early ideas
• A more applied and subject-specific approach
Conclusion
• Heterogeneity of motivations for attendees
• Large and underestimated appetite for playful
learning strategies to promote learning and
engagement.
• Measuring session satisfaction is easy – but
measuring whether it achieved its goals is harder,
since people come in with different goals, some
orthogonal to the main workshop aim.
http://open.ed.ac.uk/run-your-own-board-game-jam/
Thinking Detectives: The Alps & Climate Change
http://open.ed.ac.uk/thinking-detectives-game-the-alps-and-climate-
change/
While playing learners develop Higher Order Thinking Skills, &
discuss whether a fictional ski instructor, Richard Fromm, in the
Bavarian Alps, should exchange his skis for bicycle wheels.
Feedback and Follow Up
http://Open.Ed.ac.uk
@OpenEdEdinburgh

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Playful Learning - evaluation and development of OER Board Game Jams

  • 1. Playful Learning - evaluation and development of OER Board Game Jams Except where otherwise stated, this document has been licensed CC BY 4.0 Stephanie (Charlie) Farley Open Education Resource Advisor Educational Design and Engagement University of Edinburgh Dr Eva Murzyn School of Philosophy, Psychology, & Language Sciences University of Edinburgh
  • 2. What can games do for us? • Allow us to interact with each other in different ways • Create a safe space where losing can be experienced away from fear. • Provide a space for experimentation • Can challenge, inspire, and motivate
  • 3. OER Policy & University Mission To “make a significant, sustainable socially responsible contribution to Scotland, the UK, and the world”. OER Policy: http://open.ed.ac.uk/about/
  • 4. What is an OER? An Open Educational Resource, OER, is a freely available and openly licensed digital resource. By applying an open licence to a copyrighted work, rights holders give permission for others to copy or change their work in ways that would otherwise infringe copyright law.
  • 5. For the games created in a Jam we use a CC BY 4.0 licence: Except where otherwise stated, this work by [author’s names] is licensed under a Creative Commons Attribution 4.0 International License
  • 6.
  • 8.
  • 9. Are you ready to play?
  • 10. CRC Flickr account (3 mins) • The Centre for Research Collections’ Flickr account is an example of an Open Educational Resource. • It contains several hundred images from our images database https://www.flickr.com/photos/crcedinburgh/albums
  • 11. Theme (3 min) The underlying premise or set of assumptions describe what the players are doing in the game.
  • 12. Setting (3 min) This can be the geographic location, time period, and/or imaginative environment where the game is taking place.
  • 13. End Conditions (5 min) What are the end or win conditions for your game? What objective or purpose are your players working towards (or to avoid)?
  • 14. Mechanics (5 min) Select 2 mechanics from the list provided. “These are the procedures and rules of your game...how players can and cannot try to achieve it, and what happens when they try.” Jesse Schell, The Art of Game Design, A Book of Lenses
  • 15. Gameplay / Rules (10 min) Write out a basic set of rules on a spare piece of player that will guide your players through your game mechanics towards the end/win condition of your game.
  • 16. Test your game(10 min) Attempt to play out your game, does everyone in your group know what’s happening? Do you need to make anything clearer? Add/remove challenges?
  • 17. Game Document (10 min) Write out a basic set of rules on the game document provided. Include what resources will be needed to play your game. Provide licence details for any resources used. game.
  • 18. Congratulations! You made a board game! Image: Robot/Android by OpenClipart-Vectors/23750, Pixabay, CC0
  • 19. The study Dr Eva Murzyn School of Philosophy, Psychology, & Language Sciences University of Edinburgh
  • 20. Rationale • Sessions are receiving positive feedback, but… • Feedback forms are limited • We wanted to listen to the participants more closely
  • 21. Goals • Why do participants attend these events? • What is their experience of the workshop? • How do they apply their learning? • What ideas do they have for improvement?
  • 22. Method 5 interview groups were held between July and November 2017. Semi-structured questions for each session, focusing on workshop experience and application.
  • 23. Participants Pseudonym Age Gender Position Andy 52 Male Academic staff Anna 57 Female Support staff Alex 33 Male Support staff Bob Male Academic staff Beth 56 Female Academic staff Cara 41 Female Support staff Chris 27 Male Postgraduate student Chloe 26 Female Academic staff Diana 30 Female Support staff Dave 29 Male Postgraduate student Ellen Female Postgraduate student
  • 24. Analysis Interviews audio recorded and transcribed with help of PTAS funded assistant. Data analysed in NVivo 11, using a mixed methods approach including Thematic Analysis to identify prominent themes (Braun & Clarke, 2006).
  • 25. Strengths and limitations • Low number of sessions • Participant from recent and old sessions. We could see follow-up projects in various stages of completion, and see how copyright information stays after a long time. • A more structured follow up process would be beneficial.
  • 27. Experience • DAVE - “I mean there was something involved about licensing and referencing but my main goal I think was to have fun, play and design a game.” • ANDY: “So, I was looking forward to having the knowledge and experience of doing it.”
  • 28. Learning • DIANA – “For me, I just wanted to look at different options of where we can learn. So I just wanted to explore different learning opportunities.” • DAVE: “I suppose it is another way of learning that I could incorporate into my work. Initially, I didn’t think about taking away anything from that but it is an experience that might be useful to implement in some areas of teaching.”
  • 29. Engagement • BOB: “We try to get people engaged, we try to get people participating and that I thought the workshop behind the experiential orientation was a good idea to develop an appreciation of what was working and was not. Like trial and error.” • CHRIS: “I was looking to do more group activities with my tutorial group and I thought it would be an interesting way to explore. I wasn’t able or committed to develop a whole bard game but just sort of explore the ways you can arrange group dynamics using tools like games.”
  • 30. Games • BOB: “So I was really intrigued by what constitutes a game and how to put one together. I was curious how to use it and take that forward to apply it in my lectures. So that is really why I was interested.” • CHLOE: “So the reason why I went was because I took part in a online competition, called ‘I am a Scientist, get me out of here’ and I won and part of that is that you get £500 to spend on public engagement activities and the thing I wanted to do was develop a board game about evolution. So I wanted to go in and learn about how you start with that because I have never done anything like that before.”
  • 31. Copyright • ALEX: “I (still would) have attended that particular session because I actually use a lot creative common material in putting together our own material.” • CARA: “(…)it was an interesting way to look at the OER policy and Creative Commons. So I was recommending people to go partly because I thought the board game might be much more interesting rather than going and learning about copyright.”
  • 32. Summary • Overall, most participants stated they had multiple reasons to attend, with copyright being probably the least important. The sentiment was that while it was a useful topic to learn about, it was not the main driver of attendance.
  • 34. Hands-on learning • ALEX: “Actually forcing you to look up for every image that you will be using really worked. I think had it been just a dry session, I would have probably forgotten half of it by now.” • BOB: “It’s a hand on experience. It’s natural. As you go through the process, you start appreciating the challenges and you start to engage with the game building. It is an experiential orientation, I think. It is a valuable aspect rather than listen to stuff we do, stand up and teach theory.”
  • 35. Teamwork • ANNA: “I met other people and the fact I had time to see their game at the end, I thought that was very useful because we were independent groups having a chat about games, and they had something completely different.” • BETH: “I had a colleague from the languages so we had a kind of common goal, but some came from a totally different angle and background and it was quite interesting, but you would need more time to integrate with the tools we had to try to get to the common frame.”
  • 36. Time A • ALEX: “Have we had a little bit longer to do some cross play testing and feedback, I think that would have been the icing on the cake.” • BETH: “In that sense, the problem with the workshop was too short for the hands-on experience.” • CHRIS: “It is a hard sell because people don’t have time. We would all love to spend our morning on something that looks fun.”
  • 37. Time B • ELLEN: “but what actually helped was that you had this time pressure, it forces you to make some decisions and in the end we had quite a fun game.” • DIANA : “Yeah, it was nice and quick. Just for people who wanted to do it over lunchtime. Yeah, I found that it went quite quickly but I got quite a lot from the session in terms of copyrights and playful learning. Just to get an idea of how it all works and then have the opportunity to then go away and practice it myself.”
  • 38. Final evaluation • ALEX: You very much felt like you were put through different paces to deliver something by the end. And that was really good. • CARA: “I enjoyed the whole thing. I remember I enjoyed trying to relate to different games. It was a bit outside the norm. It was definitely outside the norms of the training sessions.” • ELLEN: “it was really fun, and I think we need playful learning. And also putting it in action, not just learning about it, but actually doing it yourself. A more creative approach to doing this was very fun, but also very valuable, because you look at those things in a different light.”
  • 39. Summary • Participants appreciated the active, hands on approach • Mixed teams were a mixed blessing • Time limits both challenging and frustrating • Personal goals had an impact on experience
  • 41. Copyright use • BOB: “I have picked up lots of images and stuff like that from the internet. And you start delving into the licensing issues, I am going to totally revise and be I have been very careful since with I have been doing. So that was extremely useful.” • DAVE: “It has become a heavy part when I search for stuff to put into PowerPoint slides. I just filter for Creative Commons License.”
  • 42. Copyright use ALEX: “I can’t remember the copyright at all, that was the reason why I came to the session. Whilst I think I grasped it on the day, I don’t think I remember it or resonate this knowledge, but the mechanism of the game, the excitement of creating something and seeing it through from the very beginning of the concept to something you can actually play. That’s something that excited me and still excites me and that’s what I took from the session and not the copyrights.”
  • 43. Game use • BETH: I think my icebreaker have gotten much more complex. It stopped being your name, your shoe size and the favourite of the ice-cream that you like. It is to work on things on pairs. It’s not that well-developed, but it is more of a game, it is moving towards that. • ANDY: “I took this idea and applied for the Innovative Grant to work with student nurses and medical students to create a game around infection control and we got some funding actually. So, I see it as a way of democratizing learning, so the end product could then be shared with other student, staff or institutions or other healthcare environments.”
  • 44. Ideas for future development 1 • BETH: “I would have liked to come out with more defined and practical ideas what to do.” • BOB: “I got what I wanted which was an understanding and appreciating of gaming. I got more than expected in terms of different elements. I just wish I had an opportunity where I can sit down and reflect very deeply on how I can make a better use of this.”
  • 45. Ideas for future development 2 • CARA: “Is there a thought to use board game jams as a vehicle for other pieces of learning? Because I don’t know if it fits with other things but it might be interesting to look at board game jams based on a different kind of game. (…) I.e. today we are going to do a puzzle based game and that might lend itself to learning a different subject area.” • ANDY: “I would have liked to see some digital assets coming out of the workshop so I can go back and say, yeah I remember those guys, and that’s the game they did and so I have something to refer back to if there is something I want to remember. A blog, (…) so that there is a legacy from the workshop.”
  • 46. Ideas for future development 3 • ANDY: “I think there could be a range of workshops from novice to experts. Starting us off with a complete blank sheet of paper to creating your own game. And then, here is the board now to create rules. Something to engage as a sequence so we can have a certificate at the end saying that we are expert coders, board game inventors or something.”
  • 47. Summary • While copyright not applied consistently, games element was clearly inspiring • Most requests and ideas focused around playful learning: • Opportunities to expand and reflect on early ideas • A more applied and subject-specific approach
  • 48. Conclusion • Heterogeneity of motivations for attendees • Large and underestimated appetite for playful learning strategies to promote learning and engagement. • Measuring session satisfaction is easy – but measuring whether it achieved its goals is harder, since people come in with different goals, some orthogonal to the main workshop aim.
  • 50. Thinking Detectives: The Alps & Climate Change http://open.ed.ac.uk/thinking-detectives-game-the-alps-and-climate- change/ While playing learners develop Higher Order Thinking Skills, & discuss whether a fictional ski instructor, Richard Fromm, in the Bavarian Alps, should exchange his skis for bicycle wheels.
  • 51. Feedback and Follow Up http://Open.Ed.ac.uk @OpenEdEdinburgh

Editor's Notes

  1. In pairs, one person write down a theme, and the other person write down the setting.
  2. Image cards have been provided for today’s session. The images are all sourced from the University’s CRC Flickr account which is an example of an Open Educational Resource and contains several hundred images from the University’s images database. In pairs select at least two cards as the inspiration for a game.
  3. In pairs, one person write down a theme, and the other person write down the setting.
  4. In pairs, one person write down a theme, and the other person write down the setting.
  5. In pairs, decide on the end condition for the game. Collecting items, achieving a goal, catching a suspect, reaching a destination.
  6. In pairs, each person select one mechanic from the list provided.
  7. Image cards have been provided for today’s session. The images are all sourced from the University’s CRC Flickr account which is an example of an Open Educational Resource and contains several hundred images from the University’s images database.
  8. Image cards have been provided for today’s session. The images are all sourced from the University’s CRC Flickr account which is an example of an Open Educational Resource and contains several hundred images from the University’s images database.
  9. Image cards have been provided for today’s session. The images are all sourced from the University’s CRC Flickr account which is an example of an Open Educational Resource and contains several hundred images from the University’s images database.
  10. Men: 5 Women 6 Academic 4 Support 4 Postgrad 3
  11. The documents on how to run OER Game Jams are all available on the Open.Ed website run by Charlie. She encourages re-use and would love to hear of anyone running their own OER (or otherwise) game jams.
  12. Participants have gone on to create and share specific learning focused games as OERs and present and share these at conferences. This one was created by Kay Douglas from the University of Edinburgh School of Geosciences.