In addition to the timetabled programme, we have a varied and wonderful range of activities across the 48 hours of the conference. All are available and optional in the foyer and cafe area, for you to sample or engage in as you like at any time.

See also our special Thursday evening activities.


Martian Gardens

Emmylou Laird; Jim Thompson

Come along to the foyer area and plant gardens on the surface of Mars.

Unsung: The WW2 Curiosity Box

Samantha Clarke

Grab a team of up to 3 people and ask at reception to play-test ‘Unsung’ – a curiosity box placed in the setting of World War 2. Test your research and puzzle-solving skills, and uncover its secrets!

Noses in Screens – (how) can mobile computing support outdoor learning?

Daisy Abbott

Outdoor learning is not just about learning outdoors. In this experiment, participants will undertake digitally-enabled outdoor learning and contribute to mapping attitudes/barriers/advantages/challenges of this approach. Can we avoid “noses in screens” when using digital technology in place-based pedagogy?

Details are available in the foyer area – grab a friend or two and a have your smartphone ready.

The Open Creativity Kit aka The Lego Puddle

Stephen Dann

An open Creativity Kit (aka the Lego Puddle) is almost 30 kilograms (60lbs) of Lego® bricks as an open build environment for people to explore their creativity, construct, sort and just interact with the Lego in a low pressure environment.  Make, sort, build, enjoy.

Board Game Cafe

The board game cafe is open throughout the conference for you to relax and recharge with a range of free drinks and snacks. There will be many different games available each day, themed around particular mechanics (such as collaboration, subterfuge, etc.) – just grab a few friends, have a play, and get some ideas to bring to your own game designs.

Our referees will be on hand to guide you and help you select an appropriate game.

Gamification of cell biology using the Playstation game Little Big Planet

Sam Charlesworth; Jo Rushworth

We designed an inclusive, PlayStation-based learning tool for first year undergraduate cell biology students. The LittleBigPlanet game was used to develop a game in which the player controls a scientist character and has to match the descriptions of organelles with images. This improved students’ test scores and was found to be useful for a diverse group of students. Come and try it out on Wednesday afternoon!

Make, Do and Meditate: Contemplation with Lego

Julia Reeve

Feeling stressed?  Love Lego? Then this activity could be for you!

This informal, drop-in session offers you the chance to pause and take time out to reflect by using white and clear Lego bricks for playful, ‘Thinking with the hands’ exercises in a relaxed, outdoor setting.

Join in outside the cafe, any time between 6pm and 7pm on Wednesday and 5pm and 6pm on Thursday.

Braincept:  Oracle – A communications skill development game  (Playtest in game café)

Russell Crawford; Sarah Aynsley

Gamification in an educational context has been shown to be a valuable tool to learners and educators in a diverse range of environments both inside and outside higher education.  We have invented a narrative-based card game called “Braincept: Oracle” that is designed to support and enhance both listening and communication skills through play. Come along in any break on Thursday and have a game with us!

Thursday Evening Activities

On Thursday early evening, 4-6pm, we are suspending the ‘normal’ programme and have created a number of longer, active and explorative sessions, in addition to the foyer and cafe options above.

Some of these activities are capped: booking sheets for all will be available on reception, so sign up early if you like the look of one in particular.

  1. Student Escape Rooms
  2. Deep Green LARP
  3. Climate Crisis
  4. LSP Reflection Session
  5. Playful Print Workshop


Student Escape Rooms [groups of 4]

University of Leicester students

As part of a collaboration between the University’s strategic Learning Communities project and Playful Learning, teams of students from across a range of subjects have been developing escape rooms around the theme of the UN’s Sustainable Development Goals. Come along and pit your wits against four of the best rooms from the project, and meet the students who created them.

 


Deep Green LARP [20]

Emmylou Laird; Jim Thompson

Deep Green is a short Live Action Role Playing (LARP) game that pitches players into the task of being responsible for the last ever natural living things. The pressure of the tasks they must complete makes every choice one of delicate balance and compromise, not all character priorities are the same. If this is not difficult enough, outside forces and the pressure of time will challenge the character’s wit and wisdom. All choices have consequences. The game is suitable for those completely new to LARP as well as experienced LARPers. No prior preparation is required. Just come along prepared to jump into a roleplaying game and see how well you can navigate the challenges the situation creates for you.


Climate Crisis [40]

Darren Green, Liz Cable

Climate Crisis is a format for team-based learning through game play that is known as a ‘megagame’ by games hobbyists. 20-40 players are organised into teams of 3-4 players to explore climate change modelling and the difficulties of climate change policy-making. This session will allow you to experience a Mega-game and consider how you can use it for playful learning.

A Challenge

I am eager for opportunities to run the Climate Crisis Megagame in an educational setting and would welcome anyone to contact me if they would like to host a session of the game. My email address is crisisgames.info@gmail.com


LSP Reflection Session [12]

Stephen Dann

This workshop will be an opportunity to experience the Lego Serious Play protocol in action across the course of a 90 minute session, whilst also reflecting on your experience of the conference so far. Participants will experience the hand-mind connection, use of visual metaphors, shared meaning making and experience the process of surfacing knowledge, in metacognitive reflections on their experience of Playful Learning.

Resources and Challenge:

1)      A link to “Facilitating co-creation experience in the classroom with Lego Serious Play”: https://www.sciencedirect.com/science/article/pii/S1441358218300569

2)      A challenge: “Where can Lego  Serious Play workshops best enable student experience? Early in semester to form social bonds and unified teams, or late in semester to explore commonality and differences?” – discuss on the Playful Learning Association site.

3)     My slides


Playful Print Workshop [12]

The Leicester Print Workshop

Leicester Print Workshop are a creative charity who support artists and print makers to use a variety of traditional physical printing methods. We are delighted that LPW are helping to make our custom-printed event lists at the conference; and in this session, a master printmaker will help you to turn your best conference experiences into typographic art.