Case study 2: Using games based on giant dice and time restrictions to enable creativity when teaching artistic or creative subjects
Journal article
Barnard, D (2017). Case study 2: Using games based on giant dice and time restrictions to enable creativity when teaching artistic or creative subjects. International Journal of Game-Based Learning. 7 (3), pp. 87-92. https://doi.org/10.4018/IJGBL.2017070109
Authors | Barnard, D |
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Abstract | Copyright © 2017, IGI Global. 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. Published by IGI Global in the International Journal of Game-Based Learning |
Year | 2017 |
Journal | International Journal of Game-Based Learning |
Journal citation | 7 (3), pp. 87-92 |
Publisher | IGI Global |
ISSN | 2155-6849 |
Digital Object Identifier (DOI) | https://doi.org/10.4018/IJGBL.2017070109 |
Web address (URL) | https://www.igi-global.com/gateway/article/182566 |
Publication dates | |
01 Jul 2017 | |
Publication process dates | |
Deposited | 21 Dec 2018 |
Accepted | 01 Jul 2017 |
Accepted author manuscript | License File Access Level Open |
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