Sessions have now all been confirmed, and the timetable is provided below. Note that there may be a few changes to sessions and times before the conference, but these will be minor – and will be announced on this page.Playful Learning Programme 2017
|WEDS 12 JULY||THURS 13 JULY||FRI 14 JULY|
Breakfast in accommodation
Breakfast in accommodation
Parallel Sessions 4
32 , 14 , 35
Parallel Sessions 7
30 , 29 , 46
Keynote 2: Rikke Toft Nørgård
Parallel Sessions 8
Keynote 3: Deborah Bullivant
Keynote 1: Niki Woods
Parallel Sessions 5
9 , 39 , 3
Parallel Sessions 1
28 + 15 , 36 , 18 (VR)
Parallel Sessions 2
38 , 23 , 1 + 26
Parallel Sessions 6
43 + 7 (VR) , 10 , 44
Parallel Sessions 3
5 , 50 , 19 (VR)
Student Escape Rooms
Evening meal and activity
Watch this space
Evening meal and activity (Brookes Building)
Watch this space
Ready for a challenge? Are your workmates? This workshop outlines how a series of playful workplace challenge cards were implemented in a university service and challenges participants to create their own.
Simon Grey, David Parker, David Grey
Give feedback on Troublesome Tanks – a team based competitive video game ice-breaker. This playful session features cooperative competitive gameplay, 3D printing and tanks, and is guaranteed to be fun.
Tobias Seidl, Katharina M Zeiner, Daniela Michl
In this session we explore the Team and Leadership Treasure Hunt which combines team-challenges with reflection tasks to sensitize students for different aspects of teamwork and leadership. Using the app Actionbound, participants will be able to play an adapted version of the game using their own device (iOS/Android).
Bryony Olney, Bobby Nisha
‘Developing Design Consultants of the Future: Embedding Augmented & Virtual Reality in Learning & Teaching’ project has received £50,000 in funding from HEFCE. It sees students on the 2016-17 MA Urban Design and Planning course pilot the use of augmented, virtual and mixed reality technologies as part of their studies.
Simon Warwick, Tom Foster
The Crys-TEL maze requires delegates to complete challenges as a group to attempt to “solve” a pressing learning and teaching issue. Along the way, participants will experience different learning and delivery styles combined with gamification. There will be time for a discussion on effective ways of incorporating technology and gamification into teaching and learning with the chance to share your own examples and experiences.
Sue Elmer, Emma Roberts, Flor Geradou, Liz Cable
This workshop will demonstrate an intervention based on sand play for problem solving. Participants will bring their own questions to the workshop, and use kinetic sand play with a variety of toys to mould and discover solutions by re-imagining their problems in a playful way.
EscapeHE is about creating escape rooms to be used in Higher Education. Liz’s workshop will include a full game and debrief, and an open discussion of the role of escape rooms in teaching, learning and assessment, as well as preparation and practice for the latest graduate recruitment trend: immersive scenarios.
Benjamin Hall, Jonathan Briggs, Jo Hassall, Dr Liz Stirling
A presentation and discussion by a collective of teachers, researchers and practitioners who share an interest in the materials and methods of play and their potential for creative possibility within a context of learning and making.
Nick Feather, Katie Piatt
Using VR headsets, you will experience a choose your own adventure. You will have a chance to create story content and find out how we are using this technology in teaching at the University of Brighton.
Ben Sinclair, Phillip Chandler; Leah Greene
An interactive session to discuss a non-traditional collaboration that lead to the development of a physical healthcare simulation activity and its subsequent transition into the virtual world. Attendees will be able to play-test the healthcare VR experience using HTC Vive VR equipment.
David E Bennett, Paula Thompson
Pablo the penguin: how a brand mascot can help bridge the social gap between the library service, build trust and support the anxious and disengaged.
Join a playtest of an activity designed to help new students at MMU build a ‘community of play’; blurring the lines between work and play, student and player, and university and ‘the real world’. Guaranteed to be the only conference session inspired by Super Metroid, legacy games and John Dewey!
Nathalie Charlier, Melanie Vanduren, Tessy Boedt
In this session we will present the results of a project featuring a new and innovative distance learning module to learn first aid in a personalized way. We have built learning modules using interactive storytelling technology resulting in individual learning paths tailored to the learner’s needs, interests and competencies.
Stephan Caspar, Daryl Peel
In this workshop, participants create a short puzzle escape room activity. You will develop, design and represent a concept escape case activity. Supported by the Digital Learning Team at the University of Southampton, the activity is designed for use within your own institution to support the development of new games.
Sam Illingworth, Paul Wake
Is a successful game one that has an accomplished narrative, a well-defined structure, or one that encourages a sense of playfulness? Can it ever be all three? Join us in a facilitated game of Keith Baker’s Gloom (think Victorian-Gothic ‘Unhappy Families’) to decide for yourself.
Perplexed by the millions of research methods out there? How about your students?
‘SOTL’ (Scholarship of Teaching and Learning) is a game played to teach research design skills. In this session, you are invited to play test the game, provide feedback, discuss possible developments and collaborations.
Stephanie Farley, Gavin Willshaw
The University of Edinburgh’s Information Services Group has developed a Playful Engagement strategy, utilising playfulness to create interest, boost attendance, and encourage interaction with its services and activities. This workshop will present our approach, providing opportunities for delegates to experience and reflect on examples of our playful engagement.
Claire Garden, Arthur Robinson
Help to play test part of a Lego Serious Play Cell Biology practical, incorporating individual skills building tasks and a group activity. We will gather your reflections and feedback on the building challenge tasks and the facilitation method to inform our design process. Suitable for non-biologists and biologists alike!
Carla Hamer, Linda Matti
During this creative ‘Artful Grammar’ workshop participants will explore grammatical structures through art. The students will create a collage and a visual poem out of found materials and images that reflect on word order and sentence structure.
Cross wired virtual reality headsets? Electrical muscular synchronization? Aural Autocues? These are just some of new ways that enable learners to playful learn from, acting AS, and THROUGH each other. Get familiar with various routes to intense embodied interpersonal connections! Together we will explore what they offer to your playful learning interests.
Benjamin Hall, Jo Hassall
We will be recreating the work ethics of the Moral and Industrial Training School – also known as the Workhouse – in order to write, re-write, re-arrange, replace, redact and erase a collaborative text. This workshop will be hard fun, exploring authorship and ownership in the creation of new, shared narratives. Please bring a laptop, tablet or smart-phone in order to contribute to a central text engine.
Geraldine Foley, Sarah Leach, Aggie Molnar
This interactive 90 minute session will invite participants to explore some of the issues of designing a game for a large-scale course with multiple restrictions and stakeholders. We will then share the lessons learnt from our experience which could be transferred to other large-scale projects.
Esther Balmaña, Frank Mas
Throughout the conscious and serious play we propose to take consciousness of the activities that each of us do everyday and their impact on the carbon footprint. We will analize our own habits and will plan new ones to reduce our impact onto the carbon footprint. At the end of the session we will have a personal action plan to reduce the carbon footprint.
Maria Kukhareva, Anne Lawrence
Our interactive workshop invites you to explore your own position through image interpretation, and work with other disciplines to create your own activity
This workshop will contribute to the development and documentation of a transdisciplinary playful toolkit providing both participants and the general public with the means to develop and adapt their very own DIY community based playful interventions in urban and institutional environments, with play constituting the very core of an exploration of citizenship and rights.
Alison Grieve, Leigh Morland, Rosaline Van der Weyer, Alex Moseley
Build a team both literally and metaphorically. This activity creates a shared team narrative based on individual’s identities and aspirations providing insights about each other whilst creating team rapport and clarity of common purpose. Each individual builds and uses their model to articulate complex ideas and thoughts, which are connected to create a team landscape.
The workshop proposed is a practical, experiential, and interactive workshop to demonstrate the potential of collaborative design research and design doing, or making, whilst comparing and contrasting two distinct innovation learning paradigms. By removing hierarchy, and using an agile, flat structure, we will bring experts and non experts together to collaboratively research and problem-solve and make low-fidelity paper prototypes in response to a series of practical challenges specifically designed to test the STI (Science, Technology Innovation) & DUI (Doing Using Interacting innovation) paradigms.