Case study 2: Using games based on giant dice and time restrictions to enable creativity when teaching artistic or creative subjects

Dan Barnard

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

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
Original languageEnglish
Pages (from-to)87-92
JournalInternational Journal of Game-Based Learning
DOIs
Publication statusPublished - 1 Jul 2017
Externally publishedYes

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