TY - JOUR
T1 - Case study 2: Using games based on giant dice and time restrictions to enable creativity when teaching artistic or creative subjects
AU - Barnard, Dan
PY - 2017/7/1
Y1 - 2017/7/1
N2 - 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
AB - 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
U2 - 10.4018/IJGBL.2017070109
DO - 10.4018/IJGBL.2017070109
M3 - Article
SN - 2155-6849
SP - 87
EP - 92
JO - International Journal of Game-Based Learning
JF - International Journal of Game-Based Learning
ER -