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Post-Digital transformation
Through playful and gameful approaches
Dr. Sylvester Arnab
Reader in Game Science
Disruptive Media Learning Lab
Coventry University, UK
Changing mindsets to
influence practices
 An exploratory and evolving process, where participants are
encouraged to discover new ways of contextualising problem solving,
digital engagement, etc.
 A holistic participatory approach for discovering solutions that are not
technology driven
 Transformation through play requires a stepping up process
 Step 1: Onboarding and Discovery
 Step 2: Enthuse and Habit-Building
 Step 3: Mastery and Sustaining
Step1: Discovering and
Onboarding
 To expose participants to new ways of thinking by
taking them back to their childhood
 Example workshops:
 Introduction to Remixing play for changing mindsets and
practices
 Remixing Play into a GamePlan
 Thinking with your hands using Lego
 Understanding collective intelligence through Experience
Design cards
Step 2: Enthuse and Habit
Building
 This is an iterative process for participants to focus on
designing experiences when creating solution associated to
real problems
 Methodology:
 Design Thinking Sprint – design thinking methodology for creating
solutions in a holistic way
 Empathize
 Define
 Ideate
 Prototype
 Test
 Using play and games as key
Inspirations
 Participants will produce playful and
gameful solutions at the end
Step 3: Mastery and
Sustaining
 Step 2 is iterative and will achieve different masteries
through practice of the design thinking approach
 It is key for such change of mindsets and practices to be
sustained
 Possibly link to micro-projects, crowd funding,
investments of solutions produced
 Training the trainer approach – for participants to be
super users training others on the approach
 Methodology to be adopted and/or adapted for existing
practice
Dr. Sylvester
Arnab
s.arnab@coventry.ac.uk
Twitter: @sarnab75

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Post-Digital Transformation Through Playful Approaches

  • 1. Post-Digital transformation Through playful and gameful approaches Dr. Sylvester Arnab Reader in Game Science Disruptive Media Learning Lab Coventry University, UK
  • 2. Changing mindsets to influence practices  An exploratory and evolving process, where participants are encouraged to discover new ways of contextualising problem solving, digital engagement, etc.  A holistic participatory approach for discovering solutions that are not technology driven  Transformation through play requires a stepping up process  Step 1: Onboarding and Discovery  Step 2: Enthuse and Habit-Building  Step 3: Mastery and Sustaining
  • 3. Step1: Discovering and Onboarding  To expose participants to new ways of thinking by taking them back to their childhood  Example workshops:  Introduction to Remixing play for changing mindsets and practices  Remixing Play into a GamePlan  Thinking with your hands using Lego  Understanding collective intelligence through Experience Design cards
  • 4. Step 2: Enthuse and Habit Building  This is an iterative process for participants to focus on designing experiences when creating solution associated to real problems  Methodology:  Design Thinking Sprint – design thinking methodology for creating solutions in a holistic way  Empathize  Define  Ideate  Prototype  Test  Using play and games as key Inspirations  Participants will produce playful and gameful solutions at the end
  • 5. Step 3: Mastery and Sustaining  Step 2 is iterative and will achieve different masteries through practice of the design thinking approach  It is key for such change of mindsets and practices to be sustained  Possibly link to micro-projects, crowd funding, investments of solutions produced  Training the trainer approach – for participants to be super users training others on the approach  Methodology to be adopted and/or adapted for existing practice