Co‑Creativity through Play and Game Design Thinking

Sylvester Arnab, Samantha Clarke, Luca Morini

The Electronic Journal of e-Learning · 2019 · 66 citations · 6 references

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TL;DR

Game design thinking is applied as a learning process to scaffold co‑creativity in higher education, drawing on the GameChangers initiative and embracing play, technology, and learner‑chosen game typologies to promote autonomy, relatedness, and purpose. The study develops and evaluates an experimental module that teaches undergraduate students creative, collaborative problem‑solving through game design to address real challenges in their communities. The module emphasizes the creative process over final products, engaging 122 Level‑two undergraduates from diverse faculties at Coventry University in a game‑design curriculum. Qualitative feedback indicates that the co‑creative process inspires students to value empathy, purpose, meaning, art, creativity, and teamwork across disciplines.

Abstract

This article discusses the application of game design thinking as a learning process for scaffolding co‑creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part‑funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game design thinking approach fully embraces and accommodates for the creation and development of games of any typology (board games, card games, digital games, etc.) and playful solutions (gamified products) as freely chosen by the learners, aligning with the importance of autonomy, relatedness and purpose in motivating learners to be deeply engaged in the process. Through this process, learners are expected to gain valuable knowledge in creative and collaborative problem solving and experience game design and development process towards addressing real challenges and opportunities in their communities. The focus of the process is on the creative process rather than the end products/solutions produced by the learners. The paper will specifically discuss the methodology and findings from an experimental module developed based on the approach involving four cohorts of Level two undergraduate students (n=122, 2017‑2019). The students came from the different schools and faculties at Coventry University, UK. Based on the qualitative feedback and reflections collected through the Module Evaluation Questionnaire (MEQ) and the final reflection pieces, the co‑creative process inspired by play and games demonstrates that through the process, students discover the importance of elements such as empathy, purpose, meaning, art, creativity and teamwork in their learning regardless of the specific disciplines they are pursuing.

References

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