365 results on '"Serious play"'
Search Results
2. Participatory methods for indigenous community planning and development in the Colombian Amazon.
- Author
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Gomez, Ricardo, Beltran, Mauricio, Iribe Ramirez, Yvette, Morales, Ivan, Rincon, Carlos, and Grismaldo, Ana Monica
- Subjects
- *
CAMERA phones , *INDIGENOUS peoples of South America , *DIGITAL literacy , *INDIGENOUS ethnic identity , *CULTURAL identity - Abstract
This paper discusses how integrating digital technologies such as cell phones and digital cameras with face-to-face participatory methodologies can help enhance community engagement and cultural preservation in ICT for Development (ICTD) initiatives in remote regions with limited connectivity and digital literacy. This view from practice presents participatory methods in the ‘Leadership, Communication, and Climate Change’ program in the context of environmental conservation and indigenous community development in the Vaupés region of the Colombian Amazon. The primary goal of the program is to contribute to the formulation of indigenous community development projects that enhance environmental protection and improve the quality of life for participating communities, while respecting and promoting the cultural identity of indigenous peoples. The ‘Leadership, Communication, and Climate Change’ program aims to foster an exchange of knowledge between academics, environmental practitioners, and indigenous leaders from the region of Vaupes, in the eastern boundaries of the Colombian Amazon. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. The Relevance of Social Dynamics and Dispositions on Non-Traditional Aids to the Strategic Process
- Author
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Secchi, Davide
- Published
- 2023
- Full Text
- View/download PDF
4. Gamification: a Novel Approach to Mental Health Promotion.
- Author
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Cheng, Cecilia and Ebrahimi, Omid V.
- Abstract
Purpose of Review: Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. This paper provides an overview of gamification approaches to mental health intervention, identifies factors that may be related to variations in treatment effectiveness, and discusses possible strategies for tailoring gamified interventions to clients' needs. Recent Findings: Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. Summary: This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients' individual needs and preferences. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
5. Transforming Multilingual Students’ Learning Experience Through the Use of Lego Serious Play
- Author
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Eleni Meletiadou
- Subjects
lego esl writing ,linguistic and intercultural barriers ,multilingual and multicultural students ,post-covid-19 well-being ,presentations skills ,serious play ,Theory and practice of education ,LB5-3640 - Abstract
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated in a Lego Serious Play (LSP) intervention for one academic semester. Due to the continuous rise of the numbers of international students in management schools in the UK in the post-COVID-19 era, researchers and lecturers indicate that additional support is often deemed necessary to promote social justice for multilingual and multicultural students and support their well-being. These students used LSP to make better sense of the assessment criteria and the theories they had to use to respond to the instructions and prepare a group paper and a group oral presentation in terms of a module on intercultural management. Findings revealed that these English as a Second Language (ESL) students were inspired by the use of LSP as it allowed them to reflect on the theories and apply them in creative ways fostering collaboration and creative problem-solving. Students initially felt uneasy to engage in this new approach but then enhanced their performance in their group oral presentations by 35% as they were able to improve their second language competence and intercultural awareness. The article concludes by discussing implications for using LSP with multilingual ESL students to help them overcome linguistic and cultural barriers, offering suggestions for the effective use of game-based techniques in Higher Education.
- Published
- 2023
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6. Les jeux à but de partage : des jeux sérieux destinés à motiver et à accompagner les échanges de points de vue et de connaissances.
- Author
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GORIA, Stéphane
- Abstract
Copyright of ESSACHESS is the property of ESSACHESS and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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- View/download PDF
7. Playing for Resilience in a Pandemic; Exploring the Role of an Online Board Game in Recognising Resources
- Author
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Maresch, Imogen and Kampman, Hanna
- Published
- 2023
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- View/download PDF
8. Play and Transdisciplinary Understanding
- Author
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Hansen, Poul Kyvsgaard, Mabogunje, Ade, Lund, Morten, Nielsen, Louise Møller, Blessing, Lucienne, editor, Qureshi, Ahmed Jawad, editor, and Gericke, Kilian, editor
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- 2021
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- View/download PDF
9. Gespielter Dialog : play the city mit Ekim Tan
- Author
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Zaugg, Maxime and Zaugg, Maxime
- Abstract
Im Spiel erfährt der Mensch die Welt. Dass dies auch partizipativen Planungsprozessen dient, erforschte Ekim Tan in Delft, bevor sie es weltweit erprobte.
- Published
- 2024
10. Constructing Creative Confidence with Lego® Serious Play®.
- Author
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McGehee, Wendi Dykes
- Subjects
- *
CONFIDENCE , *DIVERGENT thinking - Abstract
Creativity and innovative decision-making are among the most desired traits for leaders today. How does one develop these traits to meet the challenges facing the workplace? One answer is through building a mindset of creative confidence. This study explores the use of Lego® Serious Play® (LSP) to inspire the mindset of creative confidence in individuals. Findings affirm the need for the "other" in the creative process, expose increased levels of perspective-taking among participants, and suggests that divergent thinking can be taught. All positioning LSP as a tool for exercising the mental muscle known as creative confidence. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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11. JÁTÉK ÉS JÁTÉKOSSÁG A SZERVEZETBEN.
- Author
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Rita, Tóth
- Subjects
- *
ORGANIZATIONAL goals , *PSYCHODYNAMICS , *LOGIC , *INTEGRALS - Abstract
According to the dominant logic, the first thing that comes to mind about play is entertainment rather than work. In a workplace context, we generally consider playing as a resource or a tool that can be used to reach organizational goals; however, from a different perspective, play is an open-ended transformative process the outcome (and sometimes the starting point) of which cannot be defined. It is thus of utmost importance to study what other approaches and understandings exist about play that could extend the halo of a phenomenon that is constantly shaping organizational life. The current research explored the complex phenomenon of organizational play by synthesizing and re-organizing the scholarly literature about the topic. The present paper highlights definitional questions and introduces the emerged theoretical streams as well as the integral model of organizational play. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
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12. Criminals at play: Oedipus, Rope, and Telltale's The Walking Dead.
- Author
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Moss-Wellington, Wyatt
- Subjects
- *
SOCIAL marginality , *ROPE , *NARRATIVE art , *INTUITION , *PSYCHOLOGICAL adaptation , *CRIMINALS , *COMPULSIVE gambling - Abstract
This article investigates three storytelling arts as spaces of narrative play: theatre, film and narrative-based gaming. It traces the lineage from Oedipus Rex and early tragic theatre to Alfred Hitchcock's 1948 film Rope, followed by The Walking Dead Telltale Games series, relating how each text presents protagonists who are marked as criminal from the opening of the narrative. Rope and The Walking Dead both work from the prophetic prototype developed in the Oedipus myth and use reflexive engagement with their own storytelling practices to ask open questions of stigma, sexuality, ethnicity and problems in the ongoing negotiation of play as both a coping strategy for social and legal marginalisation, and a safe space for interrogating our precognitive moral intuitions and biases. All play is fragile, and serious consequence always threatens the boundaries of Huizinga's 'magic circle' of play; this means that play statuses must be consistently negotiated and updated by those participating, a concept I refer to as 'the invitation to play'. This article explores how storytellers navigate such distinctions in asking participants to reflexively consider the boundaries of consequence in the narrative arts and in their lives. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
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13. Unmute the Organization Through Serious Play
- Author
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Frode Heldal, Erlend Dehlin, and Torild Alise Oddane
- Subjects
action research ,serious play ,replicability ,unmuting ,OU ,Psychology ,BF1-990 - Abstract
In this article, we sketch up an action research process designed to give voice to those who traditionally have not had a voice in organizations. In particular, the research process was structured around “serious play” and designed as a talk show, where researchers played parts, including a talk show host, and where questions pertaining to organizational life were discussed in depth. The structure of the discussion was construed based on reflective teams, i.e., two actors performing a dialogue (talk show host and guest) and a silent group (audience) as listeners. The key research question concerns in what ways such an action research process is replicable? Applying a critical lens, we argue that even if strong claims of replicability are not met, as in being able to reproduce results and/or generalize them, this is outside the point. Rather, as we set out to apply a qualitative research design to achieve cogenerative learning effects, we advance an understanding of replicability-as-recoverability. This entails giving explicit grounds for our epistemic anchoring in critical realism and sketching out a research design which is sufficiently clear and transparent to undergo critical scrutiny.
- Published
- 2021
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14. Mind the Five Card Game
- Author
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Ricardo Gomez, Bryce C Newell, and Sara Vannini
- Subjects
active learning ,migration ,participatory games ,serious play ,Bibliography. Library science. Information resources ,Communities. Classes. Races ,HT51-1595 - Abstract
The authors discuss Mind the Five, a participatory card game to help increase awareness of privacy protections of undocumented migrants and other vulnerable populations. Mind the Five and other participatory games can be used in public libraries and small humanitarian organizations to promote safe and engaging information spaces for migrants and refugees. Participatory games provide a supportive and unique approach to building safe spaces that allow participants to discuss and engage with issues on a personal level in a fun and creative way. Combined with other active learning experiences, such as participatory photography and co-design activities, Mind the Five is an educational tool to help bring stronger awareness of the vulnerabilities of undocumented migrants, and to encourage information practices that better protect the privacy of migrants and other vulnerable populations.
- Published
- 2020
- Full Text
- View/download PDF
15. Unmute the Organization Through Serious Play.
- Author
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Heldal, Frode, Dehlin, Erlend, and Oddane, Torild Alise
- Subjects
RADIO talk programs ,ACTION research ,CRITICAL realism ,EXPERIMENTAL design ,QUALITATIVE research - Abstract
In this article, we sketch up an action research process designed to give voice to those who traditionally have not had a voice in organizations. In particular, the research process was structured around "serious play" and designed as a talk show, where researchers played parts, including a talk show host, and where questions pertaining to organizational life were discussed in depth. The structure of the discussion was construed based on reflective teams, i.e., two actors performing a dialogue (talk show host and guest) and a silent group (audience) as listeners. The key research question concerns in what ways such an action research process is replicable? Applying a critical lens, we argue that even if strong claims of replicability are not met, as in being able to reproduce results and/or generalize them, this is outside the point. Rather, as we set out to apply a qualitative research design to achieve cogenerative learning effects, we advance an understanding of replicability-as-recoverability. This entails giving explicit grounds for our epistemic anchoring in critical realism and sketching out a research design which is sufficiently clear and transparent to undergo critical scrutiny. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
16. Co-Creative Learning in Innovation Laboratories Using Lego Serious Play Workshops.
- Author
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Al-Jayyousi, Odeh R. and Durugbo, Christopher M.
- Subjects
LEARNING laboratories ,WORKSHOPS (Facilities) ,VALUE creation ,PROBLEM solving ,AMALGAMATION - Abstract
Although innovation laboratories offer creative and distinct physical spaces for mediating and directing innovation processes, research on their applicability for co-creative learning during serious play, particularly through Lego Serious Play (LSP) workshops remains limited. Previous studies suggest that serious play workshops tend to focus on scenarios, problem solving and reflective processes, with limited considerations for joint co-creation and learning potentials within innovation laboratories. Motivated by the creative prospects of metaphoric representations and shared stories, this study explores the possibilities of harnessing LSP for co-creative learning in innovation laboratories. This case study draws theoretical insights and practical relevance from a co-creative learning workshop involving three learning scenarios within a Middle Eastern and emerging economy context. Findings from the workshop show variability in representations, interactions and reflections, shaping possibilities for co-creative learning in innovation laboratories. Representations focus on systems, solutions and problems during fragmented, model-supported, model-mediated and integrated interactions that underpin a range of instance-based, variance-based, convergence-based and divergence-based reflections. These insights contribute to co-creation literature that views value creation as an amalgamation of open, collaborative and user innovation. The study concludes by discussing its theoretical implications, practical applications, and methodological limitations, which serve as the basis for future research directions. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
17. LA GAMIFICACIÓN COMO TÉCNICA DE ADQUISICIÓN DE COMPETENCIAS SOCIALES.
- Author
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FERNÁNDEZ-ARIAS, PABLO, ORDÓÑEZ-OLMEDO, EVA, VERGARA-RODRÍGUEZ, DIEGO, and ISABEL GÓMEZ-VALLECILLO, ANA
- Subjects
- *
GOAL (Psychology) , *SCIENTIFIC literature , *ENVIRONMENTAL protection , *SOCIAL skills , *GAMIFICATION - Abstract
Although the term gamification has its origin in unforgettable times, when people achieved goals through games, currently this technique has become one of the most used in this global and digital society. From a deterministic perspective, gamification allows users to obtain results based on the objectives set, thanks to three fundamental factors: (i) the creation of a consistent user experience; (ii) the achievement of challenges; and (iii) reward and growth. Gamification is a creative and multidisciplinary technique, which also presents a series of substantial advantages for today's society, such as, for example, the possibility of acquiring skills demanded by a society increasingly aware of fundamental issues such as gender equality, environmental conservation or community development. Through the review of the scientific literature on gamification in the social sciences and the technique of correlational study, this article develops a theoretical framework so that, through the elements of gamification, any subject can acquire and develop the social skills necessary and demanded in today's society. [ABSTRACT FROM AUTHOR]
- Published
- 2020
18. Serious Play in Education for Social Justice - A Mixed-Methods Evaluation
- Author
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Thomas Wartenweiler
- Subjects
SOCIAL JUSTICE EDUCATION ,IMPACT EVALUATION ,SERIOUS PLAY ,SOCIAL EMPATHY ,SERVICE LEARNING ,Education ,Theory and practice of education ,LB5-3640 - Abstract
Fair Battles is a 12-week Swiss education for social justice program with the goal of sensitizing high school students about the impact of their consumer habits on society. The pedagogical concept of Fair Battles is to employ the tool of serious play to enhance students’ social empathy, which then leads to service learning projects. This exploratory mixed-methods study examined the impact of the program by using pre- and post-program student surveys (n=16) and post program semi-structured qualitative student interviews (n=10). The survey data were analyzed using SPSS and the interview data were analyzed using template analysis. The results were organized according to Kirkpatrick’s four-level evaluation model. The quantitative results show a statistically significant increase in the post-program survey scores for the learning and behavior level. The qualitative results suggest that the program had a positive impact on students on all four of Kirkpatrick’s levels. The conclusions are that the Fair Battels program is impactful, that social justice education needs to be holistic and that the combination of serious play and service learning elements seems to be effective for social justice education. Further research in the area of social justice education and serious play is recommended
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- 2018
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19. ESCAPE – SG : un simulateur d’évacuation massive de population pour la formation des acteurs à la gestion de crise
- Author
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Eric Daudé and Pierrick Tranouez
- Subjects
evacuation of populations ,simulation ,serious play ,learning ,alert management and crisis management ,Geography (General) ,G1-922 ,Colonies and colonization. Emigration and immigration. International migration ,JV1-9480 - Abstract
Escape-SG is a simulator project inspired by serious games. It will immerse the trainees in realistic situations of potentially major crises requiring the evacuation of populations. Developed for and with crisis management actors, these scenarios will aim to assess their knowledge of procedures, improve their interaction and communication skills within crisis cells and prepare them to manage major events that may involve massive population displacement. Developed to operate on a touch table, this simulator will be integrated into crisis management simulation rooms where it will make an important contribution considering complex social dynamics in the scenarios proposed.
- Published
- 2020
- Full Text
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20. The 6Rs: Inclusive Creative Methodology for Design Research.
- Author
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White, Tanya
- Subjects
- *
FASHION design , *DESIGN education , *CLASSROOM environment , *INCLUSIVE education , *TEACHING methods , *DESIGN research - Abstract
In fashion design, pedagogy balancing a strong technical foundation with a more disruptive attitude during the ideation and development procedures provides the potential for diverse, emergent, aesthetically and critically poignant outputs. The ultimate goal in this is to offer a learning environment that is inclusive and accesses dormant design curiosity, also, as a teacher, to devise methods that will lead to discovering a personal and distinct aesthetic vocabulary. 'Ratio', 'resize', 'repeat', 'reduce', 'remix' and 'rearrange' are the 6Rs that can challenge the creative design process and reprogramme the design brain into unearthing radical new forms, concepts and aesthetics. This article will address the established literature on the ways of nurturing creative thinking as it supports the methodology of serious play directed by the 6R terms to exercise ideation generation in fashion education. This discussion will be evidenced with a case study to show that the 6Rs can successfully introduce and/or expand creative thinking in fashion design processes. The aim of this is to provide students with tools, habits and tasks that empower a creative mindset when approaching the early conceptual and compositional stages of garment development, while also addressing the tutor's role in establishing and exemplifying a creative ethos that is integral to initiating these methods and pedagogy. Most importantly, this approach is fundamentally driven by the need to invest in a more diverse student body to potentially reach unnoticed and less privileged fashion talent. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
21. Evaluation du jeu sérieux et du serious play design.
- Author
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ALVAREZ, Julian
- Subjects
- *
CONCRETE , *GAMES , *TEACHERS , *EXAMINATIONS - Abstract
In the idea of evaluating a Ludopedagogy sequence, it is necessary to have a systematic evaluative model taking into account different parameters: context, learner, useful dimensions, interactions, interactivities... It is in this dynamic that we proposed the CEPAJe model which proposes to cross five dimensions: the context, the teacher, the educational scenario, the learner and the game. In order to illustrate the use of the CEPAJe model, this article proposes to review three concrete examples of serious play activity. These reviews will also allow us to test the model in order to improve it. [ABSTRACT FROM AUTHOR]
- Published
- 2019
22. The becoming of a designer: An affective pedagogical approach to modelling and scaffolding risk-taking.
- Author
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Grocott, Lisa, McEntee, Kate, Coleman, Kathryn, and Manix, Roger
- Subjects
- *
HIGHER education , *TEACHING methods , *EDUCATIONAL technology , *CLASSROOM environment , *COLLEGE students - Abstract
Current design practice is as much about understanding behaviour and culture as it is about material intelligence. Relevant, effective design is about working with people rather than for people. As we acknowledge this paradigm, we also recognize the need to better understand our individual selves to better understand others. This article details the affective pedagogy behind the Transforming Mindsets studio, which directly addresses explicit teaching of intrapersonal skills in learning to design with others in authentic inquiry-based assessment. This empirical educational study utilized observational data, self-reporting tools, interviews and a six-month followup interview with students to observe how risk plays a role in shifting learning mindsets. Students reported that the experimental studio changed their relationship with learning, strengthened their willingness to take risks and improved the quality of their collaborations. However, post-studio interviews revealed the challenge of integrating intrapersonal skills and practices into future learning contexts. This article proposes the importance of design education considering not just how the designer creates but also how the designer acts and becomes in the world. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
23. Flow and Physical Objects in Experiential Learning for Industrial Engineering Education
- Author
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Jentsch, David, Riedel, Ralph, Mueller, Egon, Emmanouilidis, Christos, editor, Taisch, Marco, editor, and Kiritsis, Dimitris, editor
- Published
- 2013
- Full Text
- View/download PDF
24. Teaching Referencing And Plagiarism Awareness Using LEGO® SERIOUS PLAY®
- Author
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Michelle Bond
- Subjects
Engineering ethics ,Serious play ,Psychology - Abstract
In this article I reflect on my use of LEGO® SERIOUS PLAY® as a teaching intervention in sessions on referencing and plagiarism awareness. Building on a paper I presented at the Librarians’ Information Literacy Annual Conference (LILAC) in early 2018 (Bond 2018), I explore how I use LEGO® SERIOUS PLAY® to build student understanding of the reasons why referencing is important as an academic practice. I discuss my experiences of using LEGO® SERIOUS PLAY® in referencing classes and finally, propose ways I can expand on its use and effectiveness.
- Published
- 2022
- Full Text
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25. Les jeux, ce n’est pas (que) du jeu : du militaire au civil, de l’innovateur au consommateur
- Author
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Goria, Stéphane, Goria, Stéphane, Dimitri Uzinidis, and Laurent Adatto
- Subjects
Serious play ,Wargaming ,Ludification ,jeu sérieux ,Game with a purpose ,jeu à but ,Wargame ,Gamification ,Serious Game ,[SHS.INFO] Humanities and Social Sciences/Library and information sciences - Abstract
Games or play have been used as problem-solving tools in a variety of contexts, including innovation, for many, many years, even centuries. However, a real shift in perspective on the use of games began to take shape in the 1990s and 2000s with the advent of online games and the growing popularity of video games among adults. Several approaches, collectively called "serious games" or "serious play", have emerged in recent years, in which games (serious games) are specifically designed to solve business problems or, game elements are combined with a specific methodology and used to address serious issues in organizations and industries (serious play) or gamification if only a few elements of game design have been exploited to develop a utility device. The LEGO Serious Play method is a good example of this kind of practice. It uses the bricks of this brand as a tool for knowledge mediation and problem solving.This chapter gives other examples of categories of play, game uses, game hijacking or game-inspired design to be used for professional purposes, Les jeux ont été utilisés comme des outils de résolution de problèmes dans divers contextes, notamment dans le domaine de l'innovation, depuis de très nombreuses années, voire siècles. Toutefois, un véritable changement de perspective sur l'utilisation des jeux a commencé à prendre forme dans les années 1990 et 2000 avec l'avènement des jeux en ligne et la popularité croissante des jeux vidéo chez les adultes. Plusieurs approches, collectivement appelées "jeux sérieux" (serious games ou serious play), ont vu le jour ces dernières années, dans lesquelles des jeux (serious games) sont spécifiquement conçus pour résoudre des problèmes professionnels ou bien, des éléments de jeu sont associés à une méthodologie précise et utilisés pour aborder des questions sérieuses dans les organisations et les industries (serious play) ou de ludification (gamification) si seulement quelques éléments de design de jeux ont été exploités pour développer un dispositif utilitaire. La méthode LEGO Serious Play est un bon exemple de ce genre de pratique. Elle utilise les briques de cette marque comme outil de médiation des connaissances et de résolution des problèmes.Ce chapitre donne d'autres exemples de catégories d'utilisation des jeux, de détournements de jeux ou de conception inspirée par les jeux pour être employés à des fins professionnelles.
- Published
- 2023
26. Enchantment and the Serious Play of A(musement).
- Author
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Eicher-Catt, Deborah
- Subjects
SEMIOTICS ,THEORY of knowledge - Abstract
Herein, I interrogate the phenomenological experience of enchantment as a playful sign process. Arguing against the Weberian notion that we are living in a "disenchanted world," I aim to reveal how the existing contours of enchantment's sign condition have significantly morphed in America, however, given our current distracting media-saturated environments. I begin by discussing enchantment as a form or habit of play, drawing specifically from the works of semiotician, Charles S. Peirce, and cultural historian, Johan Huizinga. We discover that enchantments take primarily two forms depending upon the interpretants we communicatively construct: one is indicative of what Peirce describes as a play of musement and the other is a result of what I call the play of amusement. The former is vital for human learning at higher orders of abstraction, growth, and positive ethical relations with others. The latter typically produces a bad ambiguity that eventually leads to an inability to discriminate or assess the relevance of perceived information and events. This form of play also often jeopardizes our relations with others given its primary focus on the self. Through this interrogation, we discover that our current enchantments or habits of play have serious epistemological consequences for cultural life. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
27. On being musical: Education towards inclusion.
- Author
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Ruddock, Eve
- Subjects
- *
INCLUSIVE education , *DISTANCE education , *HUMANITY , *MUSIC education , *EDUCATION policy - Abstract
This article questions educational practices that undermine 'being' musical. Where Western misconceptions about the nature of human musicality distance many individuals from meaningful engagement with an intrinsic part of their humanity, I challenge the status quo to argue for an inclusive educational practice which gives everyone an opportunity to 'be' musical. Despite evidence from neuroscience now supporting the understanding that humans are a musical species, the widespread neo-liberal oriented focus on vocational training fails to recognise music as an essential aspect of healthy human being. Where current polarised music education provision supports a discriminatory system that leads to widespread underdeveloped musicality, I draw on Gadamer and Dewey to explore how musicking integrates cultural development and to question the value of a practice that leaves many of us musically disabled. Including examples of teaching practices that engage and transform, I argue the case for an enriched, broader curriculum that no longer sees music as a 'frill'. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
28. Text messaging in the school lives of American high school girls.
- Author
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Eisenhart, Margaret and Allaman, Erin
- Subjects
DIGITAL technology ,HIGH school girls ,ETHNOLOGY ,COMMUNICATION ,STUDENT engagement ,YOUTH - Abstract
Digital technologies open new windows for ethnographic explorations of cultural experiences. In this paper, we examine text messaging among academically talented teenage girls of colour at three US urban high schools. Texting introduced a new communication modality into the girls’ lives and created a space for new discourses mediating their participation in school. We draw on the concept of ‘serious play’ to reveal the paradoxical nature of the girls’ texting. At each school, distinct text-messaged discourses emerged – with implications for ethnographic studies of discourse and young people’s commitments to schooling. [ABSTRACT FROM PUBLISHER]
- Published
- 2018
- Full Text
- View/download PDF
29. Meaning and making: Merchandise practices in the Newcastle DIY scene.
- Author
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Burns, Ruairi and Threadgold, Steven
- Subjects
- *
COMMERCIAL products , *PUNK culture , *ECONOMICS , *MUSIC , *MUSIC & society , *DO-it-yourself work - Abstract
This article explores the relationships between young punk and indie musicians and the merchandise that they produce. Three interlinking analytic distinctions are made in this article of the young musicians' motivations to make merchandise: building symbolic capital; building economic capital; and serious play. We propose that DIY merchandising entails the construction of an ethical and authentic self through the social gravity of a deeply invested illusio. The research takes place in the DIY music scene of Newcastle, a large regional town on the east coast of Australia. The participants play in punk and indie bands; however, there is a diversity of merchandising practices within the group, highlighting the fluid and complex boundaries of contemporary punk practices. The forms of experimentation, negotiation and strategy encountered illustrate how these meaningful forms of labour are important to struggles about identity and authenticity. Developing and honing merchandise-related skills as a form of 'serious play' has facilitated pathways towards self-employment for several of the participants. For this reason, this article draws attention to the diverse applications for expertise in merchandising, manifesting not only in the music scene but in various fields of social life. These circumstances illustrate interesting sociological developments in youth music scenes regarding music-related practices, employment transitions, labour and the transferring of capitals. The social relationships involved in merchandising are analytically explored using a Bourdieusian framework that considers punk as a social practice. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
30. A LEGO® Serious Play activity to help teamwork skills development amongst business students
- Author
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Adrian Martin-Gutierrez, Miguel Rojo-Revenga, and Natalia Martín-Cruz
- Subjects
Teamwork ,Medical education ,Higher education ,business.industry ,media_common.quotation_subject ,ComputingMilieux_COMPUTERSANDEDUCATION ,business ,Serious play ,Psychology ,Education ,media_common - Abstract
Methods for teaching higher education students how to learn teamwork skills are constantly evolving. Over the last few years, serious games have become popular in business schools for stimulating t...
- Published
- 2021
- Full Text
- View/download PDF
31. Use of LEGO® SERIOUS PLAY® and Other Working Approaches in Youth in Hong Kong
- Author
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Ngan Avis, Henry Wai Hang Ling, Kenneth Ho-Him Tsang, Icy Sun, Kenneth Sau-Yin Yu, Johnny Chung-Yee Wong, Winnie Ka-Ying Ng, and Vincent W P Lee
- Subjects
business.industry ,Developmental and Educational Psychology ,Public relations ,business ,Serious play ,Psychology ,Education - Abstract
This research explores the possibility of providing a general guideline for the use of LEGO® SERIOUS PLAY® (LSP) in youth work and examining the experiences of the frontline youth workers in Hong Kong who have adopted LSP to engage youngsters, who have been experiencing enormous socioeconomic challenges in different aspects. A 12-session workshop applied into social training for special educational needs (SEN) secondary students was held with the major objective of enhancing their communication skills. All sessions were divided into three parts: introduction, utilization, and expression. Most participants' abilities in oral description and word usage improved upon completion of the workshop, and they have more motivation and initiation in communicating with others in the group. LSP could thus be proven as a useful method in the SEN workshop in terms of establishing rapport and relationships, expressing the participants' thoughts, as it has provided an alternative for trainers to support the kids concern. Apart from LSP, this research has also found that other approaches such as snorkeling, adventured-based counseling, and cognitive behavioural therapy (CBT) could also be effective approaches adopted by practitioners to support young people.
- Published
- 2021
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32. When do games end?
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Schijven, Marlies P. and Kikkawa, Toshiko
- Subjects
- *
GAMES - Abstract
Simulation, serious gaming, learning, learning cycle, games, play, education, serious play Keywords: simulation; serious gaming; games; learning; learning cycle; play; serious play; education EN simulation serious gaming games learning learning cycle play serious play education 3 4 2 02/03/23 20230201 NES 230201 Dear readers and authors of Simulation and Gaming, Belated greeting for a New Year of 2023 from your editors! She is the former president of the Dutch Society for Simulation in Healthcare (DSSH), longtime member of SSH (Society for Simulation in Healthcare) and SESAM (European Society for Simulation) and president of the WATCH society (wearable technology in healthcare). [Extracted from the article]
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- 2023
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33. A novel application of the Lego® Serious Play® methodology in mental health research: Understanding service users' experiences of the 0‐19 mental health model in the <scp>United Kingdom</scp>
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Frane Vusio, Andrew J. Thompson, and Max Birchwood
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Mental Health Services ,Service (systems architecture) ,Adolescent ,Reflective practice ,Applied psychology ,Context (language use) ,Serious play ,Mental health ,United Kingdom ,Psychiatry and Mental health ,Mental Health ,Facilitator ,Humans ,Pshychiatric Mental Health ,Thematic analysis ,Child ,Psychology ,Qualitative Research ,Biological Psychiatry ,Qualitative research - Abstract
Aim\ud The 0-19 model is an example of a service that has been retransformed in line with UK's recent policies. However, there is limited qualitative research exploring young people's experiences with the accessibility and acceptability of retransformed models through more participatory qualitative approaches. This study aimed to understand service users' experiences of accessibility and acceptability with the 0-19 model and its service provision. In addition, we also aim to outline the process and application of the Lego® Serious Play® methodology to the context of children and young people's mental health research and reflect on the usefulness of this novel approach and its potential for further research use.\ud \ud Methods\ud A qualitative methodology based on the Lego® Serious Play® approach was used to investigate service users' perceptions of the accessibility and acceptability of the 0-19 model. This novel approach is viewed as a facilitator of engagement, which also stimulates critical thinking and reflective practice. All interviews were thematically analysed.\ud \ud Results\ud Seven participants constructed 14 models and provided metaphorical narratives for them besides engaging in group discussions. Thematic analysis of the participants' models and narratives resulted in six identified themes: accessibility, doors into the unknown, let it out, overcoming obstacles, less is sometimes better and satisfaction with the 0-19 model and its provision.\ud \ud Conclusion\ud Participants in this study perceived the 0-19 model as acceptable and, to a degree, accessible. Participants identified a range of barriers to accessibility, such as inconvenient locations, long waiting and inflexible working times.
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- 2021
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34. Designing playful employee experience through serious play–reflections from pre-pandemic corporate learning events in Poland
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Monika Sońta
- Subjects
Conceptualization ,business.industry ,05 social sciences ,050301 education ,Participant observation ,Public relations ,Serious play ,Facilitator ,0502 economics and business ,Employee engagement ,Organizational learning ,Social collaboration ,Thematic analysis ,business ,Psychology ,0503 education ,050203 business & management - Abstract
PurposeIn times of organizational thirst for employee engagement and meaning through designing corporate stories, the aim of this article is to explore and identify key sources (engines) of engagement during LEGO® SERIOUS PLAY® (LSP) corporate learning pre-pandemic events of various types and size in Poland.Design/methodology/approachThis is a conceptual paper. The research was conducted using participant observation from the perspective of a certified facilitator of the method. This position ensures a prime access to the organizational events. Eight training sessions (four LSP and four non-LSP workshops) have been analysed using thematic analysis. The structure of thematic codes has been conceptualized and reflected as the EPIC framework.FindingsThe findings include (1) the importance of the experience of emerging realities as a key generator of engagement, (2) the significance of social collaboration and peer-to-peer interactions (experience of collective intelligence), (3) the observable rise in engagement and willingness to contribute when real business situations, especially labelled as “strategic issues” are discussed and (4) the role of image-capturing (“snapshot experience”) in creation of an engaging learning experience.Research limitations/implicationsThe limitations refer to the potential conflict of interests as the researcher is also the facilitator of the workshop. To ensure the neutral point of view of the researcher, the sessions have been recorded to enable transparency of the observation and non-biased logic of key findings. The “learning experience” research is also culture- and context-sensitive, thus it may be problematic to replicate the research procedure in different countries, however, the EPIC model can be treated as a universal framework to explore and identify the engines of engagement.Practical implicationsThe concept of this paper is designed from the practical point of view. The findings are adaptable to the corporate practices aimed at empowering employees and are compatible with management models such as agile, human enablement and human-centred design in organizations.Social implicationsSerious play methods of learning and experiencing are said to be of the highest importance when finding new ways of organizational learning in the pandemic situation and work from home as a standard learning environment.Originality/valueThe contribution of this paper is visible in the conceptualization of the moments that shape an engaging experience. This is also the first academic paper presenting the perspective of a certified facilitator of LSP from Central and Eastern Europe region.
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- 2021
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35. The Impact of Lego® Models in Decision-Making Workshops.
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Korkut, Safak, Gawlik-Rau, Pia, Dornberger, Rolf, and Linxen, Sebastian
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LEGO toys ,DECISION making ,ADULT education workshops ,UNDERGRADUATES ,VOCATIONAL guidance ,STUDENTS - Abstract
The LEGO® Serious Play® (LSP) method is a designed facilitation and workshop method for serious cases where participants build LEGO models to answer questions asked by the workshop facilitator. In this paper, LSP method and process were presented in strong relationship with career planning for undergraduate students in Germany. The experiment was carried on for six sessions and the results of each study are presented and compared to identify the most suitable method to support career planning. The participants were asked to build up models based on decision-making processes, their goals and their individual guiding principles. Each participant responded to a question before and after the LSP workshops and their responses were compared qualitatively and quantitatively. At the end of the LSP sessions, the results present more complex and personalized statements, and therefore differ clearly from the answers before the workshops. [ABSTRACT FROM AUTHOR]
- Published
- 2017
36. Advancing accounting education using LEGO® Serious Play simulation technique
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Walaa Wahid ElKelish and Rafiuddin Ahmed
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Accounting ,0502 economics and business ,05 social sciences ,ComputingMilieux_COMPUTERSANDEDUCATION ,Mathematics education ,050301 education ,050201 accounting ,Accounting education ,Psychology ,Serious play ,0503 education ,Education ,Stratified sampling - Abstract
This paper investigates the impact of the LEGO® Serious Play simulation technique on accounting students’ learning outcomes. Data is from a stratified random sample of undergraduate accounting stud...
- Published
- 2021
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37. An exploration into using LEGO® SERIOUS PLAY® (LSP) within a positive psychology framework in individual coaching: an interpretative phenomenological analysis (IPA)
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Sok-ho Trinh, Jonathan Passmore, and Theresa Quinn
- Subjects
Organizational Behavior and Human Resource Management ,Social Psychology ,Interpretative phenomenological analysis ,business.industry ,media_common.quotation_subject ,05 social sciences ,Applied psychology ,Psychological safety ,Serious play ,Superordinate goals ,Coaching ,050106 general psychology & cognitive sciences ,0502 economics and business ,Developmental and Educational Psychology ,0501 psychology and cognitive sciences ,Conversation ,Psychology ,business ,050203 business & management ,media_common ,Qualitative research ,Storytelling - Abstract
LEGO® SERIOUS PLAY® (LSP) within a positive psychology (PP) framework is an under-researched, creative group-work tool that aims to develop positive qualities through the creation of Lego models, metaphors and storytelling. The paper’s purpose is to explore the potential use with individual coaching clients as a means to opening up coaching conversations. A qualitative research study was conducted using interpretative phenomenological analysis as its methodology with the aim to explore individuals’ experiences of using LSP in coaching sessions to determine its value within a PP framework. Five participants took part in the coaching sessions, followed by semi-structured interviews where they were invited to reflect on their experience of the sessions. Three superordinate themes were identified with participants experiencing the creation of greater awareness and insights, having the time to think and a sense of emotional security. Lego was an enabler for creating new awareness and insights within the individual, by creating a psychologically safe environment, where ideas emerge in a way that allows more time to think, being in flow and a further opening of the coaching conversation.
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- 2021
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38. Serious play in education for social justice - An exploratory study.
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Wartenweiler, Thomas
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SOCIAL justice education ,EMPATHY -- Social aspects ,SERVICE learning - Abstract
Fair Battles is a 12-week Swiss education for social justice program with the goal of sensitizing high school students about the impact of their consumer habits on society. The pedagogical concept of Fair Battles is to employ the tool of serious play to enhance students' social empathy, which then leads to service learning projects. This exploratory mixed-methods study examined the impact of the program by using pre- and post-program student surveys (n=16) and post program semi-structured qualitative student interviews (n=10). The survey data were analyzed using SPSS and the interview data were analyzed using template analysis. The results were organized according to Kirkpatrick's four-level evaluation model. The quantitative results show a statistically significant increase in the post-program survey scores for the learning and behavior level. The qualitative results suggest that the program had a positive impact on students on all four of Kirkpatrick's levels. The conclusions are that the Fair Battels program is impactful, that social justice education needs to be holistic and that the combination of serious play and service learning elements seems to be effective for social justice education. Further research in the area of social justice education and serious play is recommended. [ABSTRACT FROM AUTHOR]
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- 2018
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39. UTILIZACIÓN DEL LEGO SERIOS PLAY COMO HERRAMIENTA PARA LA SOLUCIÓN DE PROBLEMAS
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Gustavo Alfonso Villamizar Acevedo and Julio Enrique González Ambrosio
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LEGO ,serious play ,solución de problemas ,enseñanza ,aprendizaje ,Technology (General) ,T1-995 ,Social sciences (General) ,H1-99 - Abstract
Se presentan los resultados obtenidos en el desarrollo de un proceso de solución de problemas, teniendo cono herramienta de trabajo el LEGO Serious Play (LSP). Esta actividad se realizó con estudiantes de primer semestre de la facultad de Administración de Empresas, de la Universidad Pontificia Bolivariana de Bucaramanga(UPB). Cada grupo se dividió en dos. Con uno de ellos de utilizó el LSP, con el otro se trabajó con una metodología tradicional. El análisis de los resultados, permitió dar cuenta que el trabajo con el LSP generó mayor cantidad de situaciones problemáticas y de solución, que los del modelo tradicional. Los resultados obtenidos representan un valor importante, pues hasta ahora se conocía acerca de la utilización de esta metodología en ámbitos académicos para la enseñanza.
- Published
- 2014
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40. Gamification as marketing research tools: Lego Serious Play
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Engineering ,business.industry ,Public relations ,business ,Marketing research ,Serious play - Published
- 2021
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41. LA METODOLOGÍA LEGO SERIOUS PLAY EN LA ETAPA DE EDUCACIÓN INFANTIL DESDE EL PUNTO DE VISTA DE UN FACILITADOR / THE LEGO SERIOUS PLAY METHODOLOGY IN THE EARLY CHILDHOOD EDUCATION STAGE FROM A FACILITATOR'S POINT OF VIEW
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Laura Maria Galiano Galvez, Laura Soto García, Francisca López Sánchez, and Jose María Rabal Alonso
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Marketing ,Pharmacology ,Early childhood education ,Organizational Behavior and Human Resource Management ,Strategy and Management ,Facilitator ,Drug Discovery ,Pharmaceutical Science ,Sociology ,Serious play ,Humanities - Published
- 2021
- Full Text
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42. LEGO® Serious Play in Software Engineering Education
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Aldo Gordillo, Daniel López-Fernández, Fernando Ortega, Agustín Yagüe, and Edmundo Tovar
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Teamwork ,General Computer Science ,business.industry ,Computer science ,media_common.quotation_subject ,Soft skills ,General Engineering ,Software development ,Qualitative property ,Serious play ,Experiential learning ,Software ,Engineering education ,ComputingMilieux_COMPUTERSANDEDUCATION ,General Materials Science ,Software engineering ,business ,media_common - Abstract
Nowadays, it is mandatory to complement the traditional learning methods with active ones that enhance the student’s motivation and facilitate the development of technical and soft competences. LEGO®Serious Play is an experiential methodology designed to enhance innovation and performance in the business world and it is fully aligned with these needs. Previous researches show that this methodology has great potential in engineering education, and specifically in software engineering education. This paper presents an original LEGO®Serious Play activity to teach in a playful and active way software engineering concepts such as life cycle models and software development activities, which can be extrapolated to other engineering fields. This activity was validated through a case study involving 242 computer science students and it was supported by quantitative and qualitative data gathered from a survey and a post-test. The results indicate that the students found this activity highly fun and motivating as well as very useful to learn about the addressed topics and develop soft skills.
- Published
- 2021
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43. Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic
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Jennifer Jenson, Suzzane de Castell, Kurt Thumlert, and Rachel Muehrer
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educational assessment ,educational media ,interactive learning environments ,game-based learning ,multimodal literacies ,serious play ,Education (General) ,L7-991 ,Information technology ,T58.5-58.64 - Abstract
n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.
- Published
- 2016
44. Conceptualization of serious play in modern sociocultural reality
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Sofya Y. Sukhanova, Irina V. Sadykova, and Tatiana V. Fanenshtil
- Subjects
Philosophy ,Conceptualization ,Sociology ,Sociocultural evolution ,Serious play ,Education ,Epistemology - Abstract
In the conditions of transformation of sociocultural reality, its processes, levels, spheres, and new integrative social phenomena emerge, the meaning and role of which in the modern world have yet to be clarified. One of such phenomena is serious play. Traditionally, the playful and the serious, at the intersection of which serious play arises, are positioned as independent and mutually exclusive elements of the social world. We examine what changes in the social reality, in the relations of the playful and the serious, in the position of man in modern social processes make serious play possible and how serious play redetermines the conditions of its occurrence. For this, we used methods of philosophical analysis and hermeneutics: interpretation, conceptualization, comparative analysis. As a theoretical and methodological basis, we used the categorical apparatus of social philosophy, theory of practice, pragmatism, and social epistemology. As a result, we found that serious play is thought of as a social process in the range from an individual to global scale. In serious play, the subject, through the generation of meanings, performs both the production and reproduction of culture in predetermined ontoaxiological bases, and constructs these bases, while realizing the degree of his freedom, responsibility and immersion in the world he creates through his practices. The significance of the results of our research lies in the fact that the concept of serious play at the intersection of serious and game relations reveals the potential of serious play as an element of sociocultural reality. Serious play reflects the level of complexity of modern reality and ensures that a person adapts to the ever-increasing dynamics of this complexity. The trend of gamification registers this in the space of higher education, which causes a change in the role of the university in the modern social world. Serious play redefines the position of a person in the modern, dynamic and individualized social world. For the first time, serious play is conceptualized at the intersection of the playful and the serious as independent and mutually exclusive elements of sociocultural reality and is analyzed in the trend of the gamification of higher education.
- Published
- 2020
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45. Using Lego® Serious Play® in Higher Education with Law Students: Encouraging Playfulness and Creativity within Library Workshops
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Alan Wheeler
- Subjects
Presentation ,Higher education ,business.industry ,media_common.quotation_subject ,Pedagogy ,Virtual conference ,Virtual learning environment ,Student engagement ,Sociology ,business ,Creativity ,Serious play ,media_common - Abstract
The following article began life as a ten-minute presentation titled ‘Building student engagement brick by brick; using Lego® Serious Play® to explore subject engagement in HE’, presented at BIALL's 2020 virtual conference on 12 June 2020. Since 2016 I have been incorporating Lego® Serious Play® (LSP) within my practice as an academic librarian at Middlesex University. This article will explore how I have embedded LSP into workshops with students and staff, the tactics employed to gain acceptance for using LSP within academic settings and offering some tentative predictions on whether playful approaches will be successful in the current Higher Education (HE) landscape, dominated as we currently are by virtual learning and screen technologies.
- Published
- 2020
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46. Innovative approaches to personnel development in Russian organizations
- Author
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E. S. Dashkova, N. S. Dorokhova, O. A. Zenkova, and M. I. Isaenko
- Subjects
Economic efficiency ,business.industry ,media_common.quotation_subject ,Geography, Planning and Development ,Professional development ,human resources, professional development of personnel, professional training of personnel, innovative methods of training of personnel, business career ,0402 animal and dairy science ,Retraining ,04 agricultural and veterinary sciences ,Management, Monitoring, Policy and Law ,TP368-456 ,Serious play ,040401 food science ,040201 dairy & animal science ,Coaching ,Food processing and manufacture ,0404 agricultural biotechnology ,Loyalty ,Virtual training ,Marketing ,business ,Human resources ,media_common - Abstract
The article reveals innovative approaches to professional training, retraining and advanced training of employees, building their business careers for domestic organizations. The increase in the importance of human resources in modern conditions of hyperdeterminacy of the external environment of the organization is justified. The key barriers that prevent the implementation of the concept of self-learning organizations in domestic practice are identified: lack of competent specialists who have experience in implementing this concept in practice; lack of financial resources; lack of understanding and unwillingness on the part of management to implement this concept. Innovative methods of personnel training are described: case method, "Secondment" training, distance learning, training, coaching, "budding" training, virtual training, gamification (gamification), Lego serious play method. The article reveals innovative approaches to building a business career, implemented in conditions of increasing staff mobility through the use of the "secondment" method and horizontal promotion, which can contribute to the formation of multicompetence and increase the employee's competitiveness. The economic and social efficiency of investment in the development of human resources of the organization is justified. Economic efficiency is reduced to improving the quality of labor resources, generating additional profit, optimizing the workflow, and increasing competitiveness in the market. Social effectiveness is expressed in increasing employee satisfaction with the process of training and professional growth, their motivation to work and increasing loyalty to their organization. It is concluded that the use of innovative approaches to personnel development for Russian organizations will increase the expected economic and social effects even in conditions of instability of the financial situation of organizations and the economic crisis.
- Published
- 2020
47. Innovative solutions to enhance safe and green environments for ageing well using co-design through patient and public involvement
- Author
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James M. W. Brownjohn, Victoria A Goodwin, Corrina Cory, Catherine Haslam, Anna L. Hatton, Sarah L. Bell, Joe Langley, and Ryan Woolrych
- Subjects
Population ageing ,Health (social science) ,Social connectedness ,media_common.quotation_subject ,lcsh:Medicine ,Serious play ,Physical environment ,03 medical and health sciences ,0302 clinical medicine ,Patient and public involvement ,Perception ,Injury prevention ,Urban design ,Co-design ,030212 general & internal medicine ,Group work ,media_common ,Medical education ,lcsh:R5-920 ,030505 public health ,Community participation ,lcsh:R ,Activity ,Ageing ,General Health Professions ,Thematic analysis ,0305 other medical science ,Psychology ,lcsh:Medicine (General) ,Research Article - Abstract
Background There is a need to develop innovative solutions to enhance safe and green physical environments, which optimise health, wellbeing and community participation among older adults. To develop solutions that meet the needs of a diverse ageing population, an interdisciplinary approach is needed. Our aim was to identify the needs of older people in relation to ageing well in the environment by bringing together knowledge from different perspectives using Patient and Public Involvement. Methods An international consortium (Retrofit living For ageing well through Understanding and Redesign of Built environments consortium: ReFURB) was established in April 2018, including ten core members, to (i) explore cutting-edge solutions to safe living for ageing populations and (ii) develop innovative approaches to everyday physical environments, which bring about health benefits. We used a co-design, interdisciplinary framework involving older adults, carers, physiotherapists, geriatricians, engineers, human movement experts, geographers and psychologists from the UK and Australia. This engaged people in a 1 day workshop that comprised a series of presentations from international speakers on urban design, social connectedness, hazards and injury prevention, and the physical environment. Small group discussions (facilitated by consortium members) followed presentations to consider the opportunities, challenges and barriers encountered with ageing, which included the use of creative engagement activities (LEGO® Serious Play, mind maps, poster gallery walk), to help participants share personal stories and reflect on the issues raised. Thematic coding was used to synthesise the outputs of the small group work. Results Five themes were identified across the workshops: access and transport; involvement of the whole community; restoration rather than redesign; assistive and digital technology; and intergenerational approaches. These dimensions related to the physical, social and nature-based qualities of everyday environments, as they pertain to ageing well. Conclusions Co-design was a valuable tool that helped understand the perceptions of participants and essential to develop effective interventions and solutions. Participants highlighted several issues affecting people as they age and key environmental considerations to promote wellbeing, activity, and participation. The consortium identified gaps in the existing evidence base and are now planning activities to further develop research ideas in collaboration with our co-design participants.
- Published
- 2020
- Full Text
- View/download PDF
48. Disability and Disciplines 2019, Liverpool Hope University
- Author
-
Owen Barden
- Subjects
Health (social science) ,General Health Professions ,Short Film ,General Social Sciences ,Narrative ,Performance art ,Ableism ,Sociology ,Serious play ,Biopower ,Disability studies ,Storytelling ,Visual arts - Abstract
"Oh my, what a gathering!" commented one observer upon seeing photographs of the Disability and Disciplines Conference published on Facebook. Another spoke of "Disability Studies royalty all in one room." Although the scholars concerned would no doubt balk at such a description, this conference- organized by David Bolt, Claire Penketh, Heidi Mapley, and other core members of the Centre for Culture and Disability Studies, 1 and 2 July 2015- truly was a remarkable event. Almost sixty papers in eighteen panels, as well as three keynotes, were presented over the two days, and of course much of the conference's strength lay in its diversity. The theme of Disability and Disciplines enabled presenters to engage with an extensive range of topics, held together by a thread of criticality drawn from David Mitchell and Sharon Snyder's The Biopolitics of Disability that questioned the limits of inclusion through embodied pedagogies. The keynotes were of course fantastic. Julie Allan closed the first day with an erudite, impassioned plea for better recognition and appreciation for the role of art and "serious play" as ways of learning about and through disability, aesthetics, and ethics. On day two, Peter Beresford delivered a strong critique of the narrative of "recovery" which permeates discourses of psychiatry and mental health, arguing for greater acknowledgement of other models of mental health and living. Delegates' tweets about Beresford's paper were credited with boosting interest in Mad Studies. David Mitchell and Sharon Snyder closed the conference by screening a short film made by their George Washington University undergraduates about a visit to Germany, illustrating the powerful learning about contemporary marginalization engendered through tangible experience of international disability history and eugenics.There were many other highlights-far too many for any one person to keep track of. With this in mind-and inspired by Rosemarie Garland-Thomson and Georgina Kleege's plenary panel, where digital technologies were used to help the audience engage with, and contribute to, the presentations-this Comment has been written in a different way than usual. After the conference, I invited delegates to contribute a paragraph to a Google document, summarizing a panel they particularly enjoyed. The rest of this Comment is an edited sample of the product of that invitation.Cath Nichols (University of Leeds) remarked that there was none of the grandstanding found at some conferences, and that everyone was very friendly-even the famous speakers. Panel topics stretched from "Policy and Inclusion" to "Documentary and Film" to others that offered student perspectives and PhD papers on, for example, "Narratives of Students Living with Chronic Illness in HE through the lens of Ableism and Normalcy." US academics Rosemarie Garland-Thomson and Georgina Kleege spoke of "Teaching about Disability with a Disability," revisiting work published with Brenda Jo Brueggemann. They spoke of utilizing technology and student power to facilitate teaching. For example, Kleege asks students to volunteer to scribe onto whiteboards. She explained how some technologies are seen as "aids" for disabled people while others are accepted norms for non-disabled people, quoting David Bolt's witticism that PowerPoint is "assistive technology for the severely sight dependent." Garland-Thomson showed us how she is planning to use real-time captioning via her iPhone to make notes of her teaching sessions. Of course, no technology works for everyone; we need to be thoughtful in our choices.Ella Houston (Liverpool Hope University) provided a synopsis of a panel on approaches to learning difficulties. Laura Waite (Liverpool Hope University) powerfully represented the voices of people who are labelled as having PMLD (Profound, Multiple Learning Difficulties). Using storytelling as a research method, Waite interrogated the ableist and individualizing ways that traditional educational and professional practices conceptualize PMLD. …
- Published
- 2020
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49. SME productivity stakeholders: getting in the right orbit
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Oliver William Jones, David Devins, Jeff Gold, Jones, Ollie, and Devins, Dave
- Subjects
Further education ,HF ,Knowledge management ,business.industry ,Strategy and Management ,05 social sciences ,Stakeholder ,Context (language use) ,Serious play ,General Business, Management and Accounting ,Focus group ,Narrative inquiry ,Leverage (negotiation) ,0502 economics and business ,050211 marketing ,Business ,Productivity ,050203 business & management - Abstract
PurposeThe purpose of this paper is to explore who small and medium-sized enterprise (SME) owner–managers consider as key stakeholders for their business for helping increase productivity and the nature of the stakeholders' impact.Design/methodology/approachThe study uses the Lego Serious Play methodology and narrative analysis in a focus group setting.FindingsThe analysis revealed a narrow depth of field of productivity stakeholders and identified critical narratives, involving close stakeholders which could constrain productivity. Lack of information on current and/or future productivity states, and a social brake due to the potential impact on employees are two at the forefront of owner–manager perspectives. The study also identified the importance of internal and external champions to improve productivity and re-enforced the significance of skills gaps, the role of Further Education providers and other infrastructure assets.Research limitations/implicationsThe purposiveness sample of the single focus group setting results in a lack of generalizability, but provides potential for replication and transposability based on the generic type of stakeholders discussed. The work highlights the potential to further enhance the constituent attributes of stakeholder salience.Practical implicationsThere is a potential for different network agents to increase their collaboration to create a more coherent narrative for individual productivity investment opportunities and for policy makers to consider how to leverage this.Social implicationsThe findings suggest that the implications of deskilling and job loss are major factors to be considered in the policy discourse. SMEs are less likely to pursue productivity improvements in a low growth setting because of their local social implications.Originality/valueThe study is innovative in using Lego to elucidate narratives in relation to both stakeholder identification and their contributions to productivity improvement impact in a UK SME context. The study introduces an innovative stakeholder orbital map and further develops the stakeholder salience concept; both useful for the future conceptual and empirical work.
- Published
- 2020
- Full Text
- View/download PDF
50. The crisis is homemade. Why we need a playful approach in teaching and practising strategic preparedness
- Author
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Reinhard Ematinger and Sandra Schulze
- Subjects
strategic preparedness ,education ,serious play ,systematic creativity ,design thinking ,Agriculture ,Biology (General) ,QH301-705.5 - Abstract
Although the research on how to develop strategic preparedness, or resilience, has generated a great deal of interest among organizational theorists, many of the empirical studies conducted share important methodological limitations. When investigating how educational experiences boosting the participants’ capacities to learn, adapt, and apply can create sustainable value for organizations – be it non-profit-organizations or international enterprises – it becomes obvious that applied systematic creativity like playful construction, improvisation, and imagination, as well as making use of design thinking approaches, will benefit the organizations’ strategic preparedness for future scenarios.The first chapter will be on a relevant framework and the theories which fuel the value of playful and design-led approaches when it comes to corporate strategy, service development, and team identity. The framework will be illustrated in the second chapter with a proven approach designed for this very purpose. The third chapter will reflect on how to utilize this approach for teaching purposes and will elaborate on a draft for educators who want to move in this direction.
- Published
- 2012
- Full Text
- View/download PDF
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