Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects
This case study draws on some experiments I have been doing in the use of dice in the ideas generation phase of a creative project. It draws on workshops I have run with creative technology students at Goldsmiths, with a range of adults at the Counterplay Conference in Aarhus (Denmark) and the Playful Learning Conference at Manchester Metropolitan University, in workshops for museum professionals I have co-led with Rachel Briscoe and in teaching Drama and Performance students at London South Bank University.
Year of publication: |
2017
|
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Authors: | Barnard, Dan |
Published in: |
International Journal of Game-Based Learning (IJGBL). - IGI Global, ISSN 2155-6857, ZDB-ID 2703300-4. - Vol. 7.2017, 3 (01.07.), p. 87-92
|
Publisher: |
IGI Global |
Subject: | Creative Technology | Dice | Game Based Learning | Game-Like Situation | Ideas Generation |
Saved in:
Online Resource
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