Case study 2: Using games based on giant dice and time restrictions to enable creativity when teaching artistic or creative subjects
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.
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.
|Journal||International Journal of Game-Based Learning|
|Journal citation||7 (3), pp. 87-92|
|Digital Object Identifier (DOI)||doi:10.4018/IJGBL.2017070109|
|01 Jul 2017|
|Publication process dates|
|Deposited||21 Dec 2018|
|Accepted||01 Jul 2017|
|Accepted author manuscript|
CC BY 4.0
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