This document discusses motivation and nudging in gameful and playful co-creation. It explores how games can drive collective action and social innovation through creative and playful learning spaces that merge physical and digital experiences. Examples of game inspirations are provided, such as card games, escape rooms and role-playing games. The document advocates for keeping the game creation process simple by tapping into personal play experiences and remixing elements that already exist.
3. Motivation and nudging
Motivation can be described
as:
• the energisation and
direction of behaviour, or
• what gets individuals
moving toward specific
activities and tasks
(Pintrich, 2003)
4. The Power of Play
“ It is in playing, and only in playing,
that the individual child or adult is able
to be creative and to use the whole
personality,
and it is only in being creative that
the individual discovers the self. “
D.W. Winnicott, British paediatrician, 1896-1971
5.
6. (Amy Jo Kim, MFW15)
Designing Experience… the magic circle
11. Holistic and Trans-disciplinary
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention
development process. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
14. Community Spaces: Collective Action
There are a number of
precedents to suggest
that games can drive
collective action in
the real world … (Chou,
2015; Romero et al., 2015).
20. (Amy Jo Kim, MFW15)
Keeping it simple- tapping into personal play and games experience
21. “…a great idea can
stem from something
that already exists…”
http://gwu.edu
22. Inspirations: Card games, story dice, experience design…
“Individuality is important for Collective Creativity”
https://www.youtube.com/watch?v=sHc0VdL-etM&t=3s
26. “…a great idea can
stem from
something that
already exists…” http://gwu.edu
27. Remix Play - Flash cards
(3) MISSION: Create a new game in 1
minute (countdown will play)
(4) The first 2 to share their games
each round
will win a prize
(1) Pair with someone next to
you
(2) Two cards will appear on
the screen
Card 1: Game inspirations
Card 2: Topic
Tweet your game #GChangers #ECGBL2018
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
Community games have been found to be extremely well-suited to addressing collective problems such as climate change that require multiple, coordinated actions from multiple sectors, as this can be modelled with multi-player scenarios to promote active, connected and social learning