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Play can be useful.
Explore
Expl
orin
g pl
ay "Play does not just come from the
game itself, but from the way that
players interact with the game in order to play”
(Salen and Zimmerman, 2003)
Inte
rven
tion
Why
did
we
choo
se th
is?
We choose our intervention by asking
some people in the class what they find
most boring in university. With a range of
different responses, a collective idea was
around the idea of group work often being
boring and tedious. Issues with group work- Unequal contributions to discussion of
ideas- Interruptions while talking/who speaks
first?- Lack of evaluation of ideas
- Compromising on ideas - finding
common ground with an outcome
A lot of the research that we found
around the topic was mainly
focused on play and the benefits
surrounding learning in younger
children, but we wanted to make
this relevant for all ages.We decided to take on the idea of
using play or games as a creative
technique in order to generate
ideas within group work scenarios.
4
Inte
rven
tion
Why
did
we
choo
se th
is?
'The
Tra
nsfo
rmat
ive
Pow
er O
f
Play
And
Its
Link
To
Cre
ativ
ity'
"Play unlocks learning and
development benefits that last a
lifetime, and childhood presents
a critical window of opportunity."
Dr. Randa Grob-Zakhary, CEO of the LEGO
Foundation
5
'The
Tra
nsfo
rmat
ive
Pow
er O
f
Play
And
Its
Link
To
Cre
ativ
ity'
- By the age of six, our brains have
already developed 90%, although our
brain significantly matures throughout
adolescence, we have already gained
the cognitive skills needed for critical
thinking in this short period of time.
This, is achieved through play.
(Grob-Zakhary, R. 2014)
- So why do we not incorporate play into
our lives as we get older?
6
The
impo
rtanc
e of
pla
y
for a
dults
- S
tuar
t Bro
wn
- Within our culture, play is often
perceived as unproductive, time
consuming and "childish" - Stuart Brown - Argues that we should
embrace our playful nature and utilise it
and continues to emphasises that play is
important not just exclusively for children,
but for all human beings. http://www.ted.com/talks/
stuart_brown_says_play_is_more_than_fun_it_s_vital
(Stuart Brown - Play is more than just fun, 2008)
7
Cre
ativ
ity a
nd P
lay
- Tim
Bro
wn
- Discusses the relationship between
creativity and play and questions
why we as adults struggle to
embrace our playfulness
- "Fear causes us to be conservative
with our thinking"(Tim Brown - Tales of Creativity and Play, 2008)
- From a young age, children are
wired to explore, as we grow older
we become sensitive to the
opinions of others and the security
and trust which we once felt begins
to fade.- This new found "fear" and insecurity
forces us to self edit our ideas and
our desire to be original stifles our
creative process.http://www.ted.com/talks/tim_brown_on_creativity_an
d_play#t-61351
8
Rev
iew
Ty
pes
of p
lay
Drawing from last weeks
intervention, we talked about
different types of play. - Structured play, is more strict and
although allowed for creativity is
usually stuck to a tight time
schedule. The main aspects of
structured play that we want tot
draw upon was that is it organized
and guided, gives a sense of
direction, and consists of set time
and rules.- The other form of play was free
play, it is a lot more relaxed and
the main parts of it we wanted to
incorporate was that of giving us
freedom to think, allowing for
creative thinking, and encouraging
social skills.
Pla
y to
gen
erat
e c
reat
ive
idea
s
Creativity is key to Play and we
understood this when deciding what
games to use within our intervention.“Creativity means a persons capacity
to produce new or original ideas,
insights, restricting, inventions, or
artists objects, which are accepted
by experts as being of scientific,
aesthetic, social, or technological
value’ (Vernon, 1989, pg94)
Inte
rven
tion
Our aim for our intervention was to use
play to be a useful tool in making group
work more fun and to generate creative
ideas.
For our intervention we decided to split
the class into two groups. We did this
via adding either an ‘X’ or an ‘O’ to
everyone's table before the class
began. This was to make use of the
different types of play, the game that
took place inside the room was very
structured play, whereas the game
outside was much closer to the style of
free play.
These different types of play allowed us
to see if the task was more enjoyable if
it was free or structured, and also
allowed us to analyse the results to see
how it helped creativeness.
Wha
t is
a ga
me "To play a game is to engage in
activity directed towards bringing
about a specific state of affairs, using
only means permitted by rules,
where the rules prohibit more
efficient in favor of less efficient
means, and where such rules are
accepted just because they make
possible such activity."
(Suits, B.1990 p34)
Results
Results
Results
Wha
t nex
t? In
terv
entio
ns - Ask a lecturer to use our game
methods for actual classwork to
see if it benefits in creative idea
processing- Do the intervention with changes,
such as more time than 30
seconds for Creative Countdown- Try these games in different age
ranges, primary and secondary, to
see if the out comes were similar
to those at postgraduate level
Wha
t nex
t? -
Gam
ifica
tion
"Gamification is the process of
taking something that already
exists... and integrating game
mechanics into it to motivate
participation, engagement, and
loyalty. Gamification takes the
data-driven techniques that game
designers use to engage players,
and applies them to non-game
experiences to motivate actions
that add value" (Bunchball, 2016)
17
Idea
s
- Creating a website/app
(based around a similar idea
as BBC bite size) that would
have games that got you to
thinking creatively and
generate ideas- Using small games to give
you access, (o2 duck game)
letting your on to portal, or
playing this to get access to a
lecture PowerPoint- These are more education
based, how do we change this
to improve creativity?
Furth
erin
g ou
r Id
eas
- Enhance Curiosity- Exploration through gamification
- Website to produce creative ideas
- Pinterest as a starting point
- Enables user to upload notes,
drawings, photographs- Add a game element - Rewards for ideas- Group projects – view and build upon
ideas- No “delete” option- Break the mold of self editing
- Make it more accessible – app
- Mobility- “Go outside” challenge
- New environments and surroundings
help to boost creative ideas
- “5 ideas a day” challenge
Con
clus
ion Our main idea was to use play to
make aspects of university more fun.
I feel like we have had an overall
positive outcome. The best way we
could further our research is to
continue taking more banal aspects
of our university lives and and
gradually adding play and games
into the mix to make it a more
enjoyable experience.
(Business.linkedin.com, 2016)
BibliographySalen, K. and Zimmerman, E. (2003). Rules of Play, Cambridge, Mass: MIT Press.
Vernon, PE. (1989). The nature-nurture problem in creativity. Handbook of Creativity, 93-110. New York: Plenum Publishing Corp.
Business.linkedin.com. (2016). 75 Quotes to Inspire Marketing Greatness. [online] Available at: https://business.linkedin.com/marketing-solutions/blog/7/75-quotes-to-inspire-marketing-greatness
Grob-Zakhary,R. (2014). Forbes Welcome. [online] Available at: http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/rahimkanani/2014/01/25/the-transformative-power-of-play-and-its-link-to-creativity/&refURL=&referrer= [Accessed 30 Oct. 2016]
Stuart Brown - Play is more than just fun. (2008). [video] Available at: http://www.ted.com/talks/stuart_brown_says_play_is_more_than_fun_it_s_vital [Accessed 30 Oct. 2016].
Tim Brown - Tales of Creativity and Play. (2008). [video] Available at: http://www.ted.com/talks/tim_brown_on_creativity_and_play#t-61351 [Accessed 29 Oct. 2016].
Bunchball. (2016). What Is Gamification?. [online] Available at: http://www.bunchball.com/gamification [Accessed 30 Oct. 2016].