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
AuthorsBarnard, D
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

Year2017
JournalInternational Journal of Game-Based Learning
Journal citation7 (3), pp. 87-92
PublisherIGI Global
ISSN2155-6849
Digital Object Identifier (DOI)https://doi.org/10.4018/IJGBL.2017070109
Web address (URL)https://www.igi-global.com/gateway/article/182566
Publication dates
Print01 Jul 2017
Publication process dates
Deposited21 Dec 2018
Accepted01 Jul 2017
Accepted author manuscript
License
File Access Level
Open
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https://openresearch.lsbu.ac.uk/item/86ywy

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License: CC BY 4.0
File access level: Open

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