Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects

D. Barnard
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引用次数: 3

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
案例研究2:在教授艺术或创造性科目时,使用基于巨大骰子和时间限制的游戏来激发创造力
版权所有©2017,IGI Global。这个案例研究借鉴了我在创意项目的想法产生阶段使用骰子所做的一些实验。它借鉴了我在金史密斯学院(Goldsmiths)与创意技术专业的学生一起举办的讲习班,在丹麦奥胡斯(Aarhus)的Counterplay会议和曼彻斯特城市大学(Manchester Metropolitan University)的好玩学习会议上与一群成年人一起举办的讲习班,我与瑞秋·布里斯科(Rachel Briscoe)共同领导的博物馆专业人员讲习班,以及在伦敦南岸大学(London South Bank University)教授戏剧和表演专业学生的讲习班。IGI Global发表在《International Journal of Game-Based Learning》上
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