I’ve been very quiet on here, because I have been working on a new idea that I hope you will be interested in…

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While I really like the blogging format, for me that has always been a way to jot down quick ideas or impressions. Whenever I had something exciting I wanted to share with you, my faithful readers, I’ve just put it on here if I had the time. If I didn’t have the time, the idea for the post remained in my head or on a post-it. Sometimes it came back up again, but more often it didn’t. And even though I’ve had good intentions in regards to posting regularly, I have not been successful in that. At all.

I have also been asked numerous times whether I am ever going to write a book for staff. As you know, the book I did write that is Tactile Academia related – Writing Essays by Pictures – is a workbook for students. Is it useful for staff wanting to get familiar with my analogies? Sure. But it is not written for staff. For example, it doesn’t include commentary or instructions on how to implement the activities in the classroom. And it only focuses on the study skills aspect of my work, and doesn’t go beyond that.

For anything else, I have always been quite happy to refer people to this blog, which does some of this, but, to be honest, in a sort of slapdash way. I think you can find some good stuff here, but digging might be involved. And I have been looking for a new way of pulling these things together, I just wasn’t convinced a book was going to be it.

Earlier this year, I was introduced to SubStack – a website and app that basically combines blogging with a newsletter format. I started experimenting with one to tell people about my adventures now that I have taken some time away from academia, and found that I really liked the way it is organised – and the way this works for me specifically. Thinking about this in terms of newsletters provided me with deadlines, which has been really helpful and has helped me build a new writing discipline. And I found myself asking – Is this something I could also apply to Tactile Academia?

Reader, I think it is, and I’m therefore happy to announce that I am launching a new substack today. I’ve called it Tactile Academia and Beyond, because I want to use it to not just reflect and pull together content that is on this blog, or that should have been on this blog, but also new perspectives on it, specifically looking through the lens of experiential learning and experiential design.

The other thing that is very attractive about the substack model is that you can ask subscribers to support you financially. Because I am currently not working regularly at a university anymore (though I’m still running freelance workshops, so let me know if you want me to come do one for/with you!), I am curious whether this is a way to generate a little income. I am not asking for much, and some of the posts will be at least partly for free, so I believe it is worth signing up even if you don’t want to pledge your support. But you would help support this work if you did.

What will you get? I’m aiming to do between 2 and 4 posts a month. They will range from featuring some of the Tactile Academia activities, to looking back at things I have previously written for publication, as well as introducing the Creative Conference Consultancy – a look at how you can make any (academic) event you organise more creative, engaging and enjoyable. And I am also open to what my subscribers want to read about, so sign up and let me know!

Last Wednesday I ran my new workshop exploring collaboration for the first time – exploring the context of Higher Education. Because this was the first new workshop in a while, I really wanted to stretch myself and try some different things, which is why we did a lot of co-creation. So far in my workshops people are encouraged to be active, draw or make things, sometimes work together, but this time we co-created a game board (using a circular bar-type area at one of the flexible learning spaces in our venue, the Catalyst building at Staffordshire University), as well as Challenge Cards – all centred around practice and resources within Higher Education.

Some thank yous: to Eleanor for being such a great collaborator on this and helping every step of the way, to Lydia for joining Eleanor and myself on the journey of writing the chapter that inspired part of this, to TILE (the Teaching Innovation and Learning Enhancement hub) at Staffordshire University for their admin support – and sorting out the refreshments, and to everybody who came to make this such a special afternoon – and make this a lovely last day at uni for me!

We were well looked after on the refreshment front – thank you TILE!

We had three stations set up (plus the refreshment station, which was laden with pastries, cakes, and scones, cream and jam, plus coffee, tea and soft drinks): the Name Tag Station, where coloured pens, stamps, tape and stickers invited participants to make their own name tags (the idea had been to bring in business cards and transform them in a creative way, but there were also blank business cards to use, in case people hadn’t brought cards).

Then there was the Project Station, where participants were encouraged to think about projects they are involved in, know of, or are planning – and share them by making a ‘space’ for the game path. In practice this meant writing the info onto an A4 piece of light card – and then adding it to the bar to form the game path. (We had pre-prepared some of those, to get us started).

People working away at the challenge station

On the Challenge Station, participants were asked to write a challenge they had encountered or were grappling with on Challenge Cards (again using the business card format/size), and then add them to a pile on a pre-prepared space on the game board.

We took about an hour to co-create the game in that way, and people were chatting with each other from the get-go, which was great to see, as this was not simply about mapping the field (as the listed projects do), but really about having the opportunity to network with both colleagues and people you might not have met before.

Then it came to playing. There were two starting points, where we had provided dice, and the idea was that people would roll the die, and then move around the board based on the numbers they rolled and ‘collect’ the spaces they land on as resources in their toolkit. We had provided cards to make notes, or people could have used their phones to take pictures. There were two special spaces – the space with the Challenge Cards and a Silo Alarm (a button that when pressed alerted everybody to get out of their silos and start talking to somebody they had not talked to before). This part of the workshop maybe wasn’t as clear as it could have been, and if I do this again, maybe I should have pre-prepared written rules for people. I had been thinking about this, but then thought that might be too descriptive. Lots of people went round the board and looked at some (or all) the spaces. And lots of people looked at the Challenge Cards. And some did use their collected spaces as tools to try and help solve the challenge they randomly picked – and then tried to find the writer of that challenge and have a conversation about that. Mostly I think people just talked to each other, though, but to be honest, that was my main rationale for this workshop – give people a semi-structured activity to get them talking. So I’m happy with it 🙂

The feedback was great! Only one person stated that they didn’t feel like they got out of their silo, but lots of people said that they did make new connections, so I feel like everybody had the opportunity to do so.

six business card size bits of card with handwritten comments on them, stating:
"Best CPD of the academic year"
"Really great opportunity to hear some amazing and innovative ideas. Really encouraging event."
"Enjoyed the creative approach & openness/friendliness of the session"
"Thank you for providing such an open and inspirational event. I'm taking away lots of ideas and really enjoyed meeting new people."
"The most engaging CPD all year - very different and taken away some great views and met staff I haven't know before."
"BRILLIANT"
some of my favourite feedback from the event

Things to consider for next time: I had wanted to do more with business cards. We had asked people to bring in a stack of their business cards (if they had any), but due to an admin mix-up that email only went out the day before the event, too late for most people. So I decided to cut that part on the day. The idea had been to also have spaces on the board that were sort of Networking spaces, with a stack of shuffled business cards from attendees, and if you land on one of those spaces, you take a business card and then later try and find that person. It also would have been great to have more than one space for the Challenge Cards or find a different mechanism for getting them to people, because landing on that one space was very unlikely. Maybe this would work better, if the Challenge Card is something people pick up with the die at the beginning of their round?

Overall, this was a great day, and I am glad that I had the opportunity to run this workshop – and that I had so many people turn up who were happy to engage with something a little different. If you were there, please let us know in the comments which spaces and/or Challenges stick in your mind!

Is it just me, or do cocktails and conferences somehow just go together?

Cocktail in front of a window looking out onto Oslo Fjord
Cocktail with a view – enjoyed at the pre-conference meet-up

Yesterday, I gave a plenary presentation (read keynote) at the Norwegian Forum for English for Academic Purposes, and it is quite possible that this was my last conference in the ‘old’ field (i.e. related to teaching essay writing), because of leaving my current job (see my last post).

For this session I had a very open brief, along the lines of “our theme is ‘time’ this year, interpret this however you like, and we look forward to seeing what you come up with.” An open brief like this is either a total nightmare or a complete dream. Or maybe better: it’s a bit of both! I mean, I had no idea what they were expecting. A theoretical talk? An activity? A conceptual performance piece, a la John Cage?

(To be honest I was pretty sure they were NOT after the latter, although that might have been very interesting to do. How long do you think it would take for a group of academics to start talking if there is silence ‘on stage’? My guess is… not that long ;-))

The way I interpreted the concept of time within this was to put it in context with my way of teaching – with the activities and visual analogies that I share here on this blog – in order to pose the question of whether this is a productive use of our/the students time, or whether it is a waste of time. And I have been accused by students of just that in the past…

A letterpress print that spells the word 'Tangential' in orange with different typefaces for every letter in a scattered way over the page. In purple text says "Tangential Procrastination - A sneaky way of getting your research off track through the distractions of quite interesting, but not at all relevant stuff, which lets you go off on a tangent. While it makes you feel productive to do things, anything you do that is not connected to your research focus is a WASTE OF TIME..."
Tangential Procrastination – a print I made in 2014 reflecting on how easy it is to feel busy while actually wasting your time. This was a starting point for reflecting about the opposite – a productive distraction.

But of course in order for people who might not have come across my work before to be able to answer that question (waste of time? yay or nay?), they need to know about the work. And what better way to do that, than to get them to DO one of the activities themselves? Because it is one thing to hear about an activity and form an opinion on how that might work, doing it yourself is something quite different. (It also uses time differently, I guess.)

I decided to re-imagine something I did in 2019 at the Playful Learning Conference (which I realised I never posted about on here, sorry, that year was quite busy for me, and after that, well, we all know what happened in 2020!). As I said at the beginning, cocktails and conferences go together quite well, and I had been struck by how L&T (for Learning and Teaching) is not that far removed from G&T (of the gin and tonic ilk), and I thought wouldn’t it be fun to do something with that, and what would the perfect L&T look like. Like your teaching philosophy as a cocktail. I proposed this to the Playful Learning Conference as a workshop, along the lines of “I don’t have the budget for this, but maybe you do, and wouldn’t it be fun (and very playful), if we had a small cocktail making class, where the different ingredients represent parts of learning and teaching?” It was one of those moments of madness, where I thought this is a really neat idea, and while chances of this ever happening are slim to none, I really can’t bear to write another straight abstract this year, but would really love to go to this conference. Turns out they didn’t want a small cocktail making class. They got back to me saying they loved it so much, and could I come up with a way to scale it up so that EVERYBODY could do it!

Yes, I was speechless for a bit.

So then I had to scale a small-scale idea to be much bigger, and while in a small class you can choose to have a lot of control over what is happening (in this case the analogy), if the activity is run as the early part of the welcome dinner, where not everybody is coming at the same time, but also there are many more people, you don’t really have the option of being there giving instructions in person to every single person. So I turned it into a stand-alone activity sheet that prompted people to design their perfect L&T, which they would then take to a team of mocktail mixers (after all, we don’t need alcohol to have fun!), who would interpret it (so that it would approximate the look, but also taste good). It was a lot of fun, and there were some amazing drawings produced (and if I find them in my study, I will post some of them here).

After this little trip down memory lane, let’s get back to NFEAP and Time… thinking back to the perfect L&T, I was wondering whether I could come up with an analogous cocktail that commented on my tactile academia way of teaching and argued that while it might be a distraction, it was a purposeful and productive one. And so the Productive Distractini was born.

In the session, I had delegates design their own teaching philosophy as a cocktail, and – again – there were some amazing results with some really nice details. There was the curly wurly straw – because you are never sure how the students take it in, and the twisty straw showing the humour used by the personality of the teacher in the classroom, the brandy snifter that warmed the aroma of the questions in order to suggest being patient and take your time with them, the coffee granules on the rim to wake up the students to the subject, the use of a longdrink glass, because the term feels long, one delegate designed an extraordinary bubble glass and used heart-shaped ice cubes to foster authentic dialogue. There were two people who work with each other that independently of each other designed almost identical drinks (and were a bit take aback by it, but doesn’t that just show that their philosophies match, so no wonder they work well with each other?).

Afterwards I also showcased some of the analogies I have used in teaching, and showed some examples from students, but I think that it would have been more difficult to understand how much cognitive work goes into this, if I hadn’t asked them to do something similar themselves.

I hope you join me in raising a glass to learning by doing!

P.S.: I really, really hope that this was not my last conference, because it was just such a very good event. Full of lovely people and fantastic ideas. (The concept of the ‘tangential procrastination’ actually made it into one of the presentations later that day!) I hope I will find a way to be able to continue contributing to this field somehow.

P.P.S.: If you want to read the full keynote, I am planning to release this over the summer as part of a substack project I am working on. Keep your eyes peeled on here (as I will announce it once it is ready), or subscribe to ‘Creativitea and Cake’ now as part of the soft launch.

After almost 15 years, I am leaving my university post and taking a step back from the academy. Or at least the organised type of academia you find at Higher Education institutions these days, because obviously I’m still somewhat invested in ‘academia’ – since it IS in the name of this blog 😉

Since developing and running workshops is one of my favourite things to do, I decided to ‘go out’ with one last Hurrah (to be honest, I’m hoping it won’t exactly be a ‘last’ anything, but it feels like a goodbye in many ways). Therefore I am preparing a new workshop to my roster as the last event I’ll do at my current university, which will be a playful networking workshop exploring collaboration in HE. We will co-create the event by collating resources, sharing challenges and doing our best to avoid the silo alarm…

(I actually called it ‘Silo Alarm’, but for some reason the person in charge of putting it online for the university renamed it… oh well)

If that sounds like fun, and you have time to come to Stoke-on-Trent on 21st June, sign up here and join us!

Is this what a ‘silo alarm’ could look like? – Photo by aboodi vesakaran on Pexels.com

Collaboration in HE is very close to my heart, because over the last 15 years, I’ve run workshops for (and taught) all sorts of different disciplines: studio-based creatives (from Animation to Surface Pattern design), accounting to medicine, and for some reason lots of sociologists, as well as PhD candidates and Early Career Researchers investigating a multitude of topics, and one of the things they all had in common was that they felt isolated in their discipline. So let’s do something about that!

Can’t make that date (or missed it)?

Fear not, you could always check out the other workshops I offer/have run, and hire me to run one for you! I have done a bit of an update of my workshop page, so please have a look if you need somebody to deliver a few hours to a few days of playful, creative fun. If you can’t find what you’re after thematically, get in touch to have a chat about a bespoke option – a custom workshop just for you!

Today I’m running an online workshop on reflective bookmaking with long-time collaborator Sarah Williamson. In preparation for that here some instructions on how to make simple book structures…

Really this is a Work in Progress post, I will add more detail to this post at some point, but don’t have the time this morning 😉

How to make an 8 page concertina

How to make a Beak Book

How to make a 3 hole Signature
How to make a simple scroll

Quite a few things happened this last months, and one of my favourites was finally doing another in-person workshop. We were just a small group made up of PhD students of a number of disciplines, and after playing some games, chatting about their design and how they tell stories, and some light refreshments, some very cool board games were prototyped during the day. Their subjects ranged from subject specific (finding a visual way to explore the PhD topics) to PhD mechanics (reflecting on methodologies, as well as mapping the individual PhD journeys).

According to feedback “it helped me to understand that your research can go “beyond” the traditional academia and reach wider publics” and overall was described as an “enjoyable day.” I can’t wait to do more!

But… no matter how nice it is to spend a day together in person, it always feels rushed. (Admittedly not as rushed as when I run a very short version in 90 minutes…) Which is why I am delighted that this year in June I am also offering an online version that is spread over a week hosted by Methods@Manchester Summer School. You might remember that I tested this with some folks some time back, and we got some excellent results. While we won’t be meeting and you’ll have to organise your own snacks, we will be meeting online twice a day – to discuss next steps and then to discuss and reflect on progress – and participants will be able to take a bit more time to reflect and work on their prototype while off-line (I’ll be on hand to support virtually, of course). I think this will be the only online version I will do in a while, so take the chance if you don’t think you can come to one of the in-person ones (or if you just appreciate being able to sleep on the next stage). For more details check https://www.methods.manchester.ac.uk/connect/events/summer-school/

Designing learning opportunities (also known as planning teaching) can be a tricky business. And it is often all too easy to focus on the content of a session, module, year or course, rather than on the people who we actually want to go on the learning journey.

If you have followed me to my Academic Afternoon Tea (quite some time ago now), you will know that I have been toying with the Hero’s Journey (a concept in scriptwriting) as a template (you can remind yourself in this post). But you might not know that I found Robert Farmer, learning developer at the University of Northampton, a likeminded colleague and that we have been working on this for a while now, culminating in a website that breaks the learning journey into equivalents of the Hero’s Journey and suggests some diagnostic questions that can help us consider these stages when designing student-centred sessions. You can access this website here (it also has a great resources page if you are hungry for more research in this area).

a hero meets a helpful owl that shares resources in a fantasy/library landscape
Like in Stage 6 we had all sorts of Allies (well resources) and Tests lined up (no enemies, though) (image by Amy Rose @AmyR_Animates and Adam Watkins @theadamwat)

We had been planning to take this to the ALDinHE conference in 2020, and had planned an exciting journey for the conference delegates themselves – part reflective walk, part treasure hunt around the Waterside campus of the University of Northampton, that was to trace the stages by making links to the built environment, with hidden passwords and puzzles that were to unlock the diagnostic questions on the website and would culminate in discovering the location of an in-person discussion on the subject. Alas, it was not meant to be, because the conference that year was, of course, cancelled due to Covid-19. It felt like while we hadn’t refused the call, we were refused an adventure!

the hero imagines being obliterated by a dragon's fiery breath
It felt like Stage 3 – WE didn’t refuse the call, but our plans were scuppered nonetheless! (image by Amy Rose @AmyR_Animates and Adam Watkins @theadamwat)

This year the conference went ahead, albeit in a virtual format. Which, of course, had a huge effect on our initially planned ‘wildcard’ session, because how to do a reflective walk within an hour session in people’s own homes? So we had to re-plan this from scratch. And we wanted to make sure we didn’t just focus on the content, but also on the participant’s experience. Could we send them all on their own little adventure, while also managing to tell them how we would map the student journey onto the Hero’s journey? In the end we went for a hybrid, telling our audience about the stages first, and then sending them on a little scavenger hunt around their homes with the brief to find objects and images that somehow represent parts of the adventure of learning. And we got some wonderful objects, pictures and stories back! I believe a great help for the success of the session were the beautiful illustrations we had commissioned from Amy Rose and Adam Watkins, two of my final year students, that did a great job at making the links between a traditional hero (armour, sword, dragon, etc.) and a student (library, whiteboard, mortar board).

our hero is removing treasure from a treasure chest (located in a library)
Like in Stage 9 hopefully all the participants seized the reward (the link to our website with all the diagnostic questions)! (image by Amy Rose @AmyR_Animates and Adam Watkins @theadamwat)

We are now trying to figure out where to take this next. At a time when learning developers will be called on to review and re-plan sessions of all shapes and sizes, to decide how much it is appropriate to go back to the old normal or what of the online delivery aspects would be useful to keep, we probably all could do with taking a critical look at the teaching we have planned for September 2021. So this might be a good time to take this project further. We could see an in-person workshop (maybe half day?) that explores the structure and archetypes within the Hero’s Journey as mapped onto the learning journey. Or an on-line course that delves more into the stages and diagnostic questions, either stand-alone or run over 12 short sessions.

What do you think? Would one of these be interesting? Or a different format altogether? Please let us know in the comments!

In spring I was asked by Maarten Koeners, organiser of the Playful University Club, whether I would deliver my ‘Make Your Own Research Boardgame’ workshop online. And I have to admit that my initial, not really thinking about it response to this request was ‘No’ – I really enjoy being in the room, chatting with people about their process and ideas, suggesting adjustments, and to see people getting inspired by each other’s work. But then I was thinking about this some more, and decided to approach this from the regenring perspective – apart from all the things that the workshop (and myself) would potentially lose in an online format, were there things that it could gain? And there were two things that I always thought were unsatisfactory about the face-to-face workshop: that it has to follow a prescribed route, and that there is not enough time to really think about the different stages. I wondered whether I could come up with a format that could address these issues.

To explain, the workshop follows a ‘method’ that I have come up with for people (well, really this is targeted at academics) to take their research (either the content or the process – or possibly both) and to develop it in/as a board game format. Initially I had thought of this as focusing on an illustration that could be used as an academic poster using the board game as a visual analogy of the process. However, I have learned that a lot of people who have taken the workshop, have been really interested in exploring game mechanics to build a play experience that allows players to experience parts of their research in some way. In my ‘method’ I have identified four stages that participants should go through, but three of these don’t have to be done in a particular order. When I do the workshop in person, though (especially if it’s a short one, so up to a half day), it is easier to prescribe an order for these, so that everybody can do them at the same time. Otherwise it just gets too messy and confusing for people. But if I were offering stand-alone videos for each stage, then everybody could go through these stages in the order they prefer! So this would solve the problem of the prescribed route.

The issue of time is something that could also be addressed in an online format – if these are stand-alone videos, everybody can take as much time as they like. But what about having not stand-alone videos, but guided sessions instead? This could also allow more time, because instead of cramming all the time we have together into consecutive hours, say 5, I could carve these up into 5 separate sessions, with me delivering for half an hour, and then giving participants a day to find another half hour to individually work on their own projects. While they wouldn’t have to devote more time to it (although they could), this would allow people to have more time to ‘digest’ and reflect on each stage, rather than the “you now have 30 minutes to complete this before we move on” pressure that is going on in the workshop. So this would allow people to spend more time on it – or maybe just spend their time on it in a smarter way.

I decided to play with these two ideas a bit more, calling them the ‘basic’ version and the ‘intensive’ version.

The basic version would mean participants get access to videos, but not much else. They can go through the three stages in any order they like, and devote as little or much time to it as suits them. Because it would be stand-alone this would work best for people who are organised and self-motivating.

The intensive version would mean that participants sign up for a week long workshop, that is delivered as a little chunk each day. Each session ends with a task (completing a specific stage), and then the next session starts with a review of the work that has been done by everybody. This would mean that the group and scheduled sessions can work to motivate the participants, and because there is interaction between them, people will get varied feedback on their progress and might inspire each other.

Not bad as concepts for online versions of this workshop, I thought. I talked with Maarten about it, and he agreed that either of these might work, and he suggested the Playful University group to ask for volunteers to test the formats.

Sketchnote on possible Game Mechanics

And this is how I recently spent two weeks testing the intensive format with seven volunteers. Two weeks, you ask… yes, because when we got to Thursday (when I talked about the putting it together stage), it was clear that people wanted a bit more time to develop their prototypes, so we took the joint decision to move our last session back a week.

This was not the only useful thing that I learnt…

  • I realised if this is now online, this means it might be taken by people all around the world, so make clear what time zone you are scheduling your meetings in.
  • Finding a way to share prototypes meaningfully is crucial if you want this interaction. (We tried it out within Teams, the Collaboration Space in the Class Notebook works well for this stuff, and it means that I can have the videos in the same space as the interactions, but I’m not sure that will be something I continue in, simply because the Team is linked to my home institution, so everybody else needs to be a ‘guest’, which give them less permissions and is a bit clunky.)
  • Clarifying expectations is important. I thought I had been clear about a number of things (i.e. pre-workshop tasks and how and when I was going to post them, the importance of brainstorming) but not all of this was clear to everybody, so I need to become better at this.
  • Finding a way to present the instructions. I wasn’t sure how best to explain the stages. In a workshop in real life, I have things to show in order to explain what I am talking about. In this new format, I was wondering what way of presenting would make most sense and be most engaging… I’m still pondering this, but at the moment I am leaning towards talking through a sketchnote-type image, which could then also be shared as part of documentations that accompanies the workshop.
  • Using examples. I am always in two minds about examples. I know they can be helpful, but they also tend to shape expectations and lead people in certain directions. If you show workshop participants too many examples of finished games, will they become frustrated by their own prototypes that are scruffy, because they are meant to be? Luckily my test participants have allowed me to use their work as examples in the future, so I will be able to share some in-progress images for any future iteration.
  • Participant interactions. This is still something I also struggle in my regular teaching, now that it is online, the best way to facilitate an online discussion. With this test, I had tried to plan some time to interact with the group, but I hadn’t really planned for any way for them to interact with each other, apart from commenting on each other’s work. One session we brainstormed game mechanics together, and I found that very useful. One of the feedback points that came through was how much people liked those interactions and would have liked more of them, including introducing themselves to each other at the beginning. I had hoped that pre-workshop tasks would do some of that work, but then not integrated it into the workshop itself. Clearly if I want the ‘intensive’ version to be about working in a group, then this needs to be facilitated.

Overall this was a very successful experiment. Clearly there are things I want to change/tweak before taking the next step and offering either (or both) versions for sale, but I’m really happy with our week (and a bit), and we are planning another meet-up later in the year to see how prototypes have developed and maybe playtest with each other.

And some really amazing game prototypes were made, so this is definitely something that I want to pursue further, because it seems that an online version of this workshop does work!

Usually when I develop new sessions it is to address a specific need in my practice, but today I want to tell you about what happened when I came across an idea I immediately wanted to try out, but initially couldn’t really fit into what I do…

The Virtual Escape Room Idea

Experience Design is one of the things I am interested in and do research on. I now realise it was a large part of my Masters thesis, although back then I didn’t know that’s that what it was called. And creating learning opportunities, which is my job, is in a way creating experiences for students/learners/participants/add-your-own-preferred-term-here. No wonder I am fascinated by Escape Rooms and have played a few. I have analysed what works and what doesn’t. So when I came across a tweet by Emma Thirkell offering guidance on how to build a virtual escape room via Microsoft One Note, I was immediately intrigued and messaged her to get my hands on this. (You can find her write-ups of her work on this here and here. And if you follow her on Twitter @EmmaThirkell and ask nicely, she’ll probably send you the guidance she wrote, too.)

Added to my own fascination was the fact that we were in lockdown and there was no telling to what extent we would be able to teach on campus for the foreseeable future, so developing my own virtual escape room would be a fun little CPD project for me to do, which could be used for the students once they came back.

There were really only two issues with this: I don’t get on with Microsoft One Note – which is a problem if this is the infrastructure you are building this on. However, I do really like the Class Notebook function in MS Teams, and that is basically One Note linked in, so doing a bit of work on this was probably a good idea and would help me develop my skills in this area. However, the second issue was more problematic – it seemed to me that the most basic form of a virtual escape room (and I did play some of the ones that are around for free as research) is based on a multiple choice test. I don’t really have anything to test that way… I currently teach Animation Studies. My classes don’t end in exams, they end in students making an argument in form of an essay or other genre of their choice. Could I make them memorise dates and similar? Sure, but I don’t think that is the point. I’d much rather they start thinking about the issues within animation, and then they will hopefully have the skills to let those thinking skills develop their animation practice. Now there probably is a way to develop a virtual escape room based on Animation Studies, but I was looking for something straight forward, because I was trying to learn how to design one by doing. So I needed a subject area/collection of topics that a) were somewhat related to my teaching, so I could actually use this for my students; and b) I knew at least something about, so asking technical details about animation processes and the pipeline, for example, were out.

I thought back to one of my areas of expertise, study skills, and wondered whether maybe the library might be able to provide a solution.

Enter the Library

My students need to use the library, and, to be honest, this is a weak point for most of them. (Imagine my shock when a student recently asked me what I meant by telling her to do a search on “the library page” – I meant the Staffordshire University Library Website… but maybe I need to be clearer in spelling things out!) So a fun way that reminds them of the stuff we covered in class would be great. I got in touch with some of the nice folk I know in my library to check whether they already had a virtual escape room, and if not, whether they would be up for helping me put one together. Turns out there hadn’t and yes, they were indeed up for it, so off we went on our little adventure.

Starting Points

Just as with any experience design, it is important that you figure out your audience and objectives before you start designing in earnest.

  • My initial idea had been to do something that would introduce students to library skills and the library itself, but after some thinking about this, we decided to focus on the online library (also considering the current context, this would be most useful in the next few months as access to the physical library is restricted. Staffordshire University is also in the process of constructing a new building to house the library holdings, and we didn’t want to make something that would have a very limited usefulness).
  • An audience of returning students, they should be somewhat familiar with library services already. This would mean 2nd and 3rd year undergraduates. (Post-grads could use it as a basic refresher, but wouldn’t be the main target audience.)
  • Possibly also a way of familiarising students with some of the features of Teams and the OneNote Class Notebook within it as this might become a way of delivering teaching.
  • Focus on the online library, rather than the physical one.
  • It should be possible to use this as a stand-alone activity, i.e. link it to the library website so students could take it on their own, although it would be possible to play it within a class and/or as a group.
  • There should be as little need for updating it as possible, i.e. puzzles should be written so that all the information used would be likely to remain the same, as we didn’t want to spend time on future maintenance.
  • There should be the possibility for subject specialists to customise the experience for their subject somehow, but this should be aimed at academics wanting to include this into their teaching, rather than at library staff.

Starting with these objectives we set out to brainstorm the different areas we wanted to include. By that we were guided on information we wished the students had retained from our teaching, as well as frequently asked questions and frequently made mistakes.

The first prototype (a terrible first draft)

We wanted to come up with about 10 different topics to make 10 sections or ‘rooms’ within the Virtual Escape Room, the last of which we wanted to be subject specific. As Animation is my subject area, we used this as the subject to construct the example room.

Then we broke these down into possible questions we could ask, or started with the information we wanted to test for, for example, do the students know the best way to search for a physical book is different than searching a database?

Our first version of the Escape Room was very basic and very cumbersome for a number of reasons:

  • It was very obvious the questions had been written by different people in the way the player was addressed.
  • The different passwords were complicated codes that sometimes (but not always) combined letter and number combinations of different lengths.
  • It seemed very long.

Test playing this through by ourselves, i.e. looking at the sections each of us hadn’t written themselves and giving each other feedback on this, really helped to identify these sticking points, and we decided to simplify it before going public with it.

  • We split the whole thing in half, sort of a basic version that focused on searching and referencing, and a more advanced version that considered outside services the university has access to and included the subject specific section. Then we focused on the basic version with the more advanced one something to tweak in the future, if people wanted to actually play a second one.
  • We also decided to change the format of the passwords from random to making up words, so that if people were almost there, they could take a guess as to what the right answer was. In the end this meant cutting some questions, but overall it made the playing of the rooms more enjoyable. We also decided that the basic Escape Room should feel easier than the second one, and therefore made those passwords all the same length, whereas the second one might have passwords of different length, and possibly anagrams that need to be unscrambled.

Theming

What I was particularly concerned with was a story to frame this. I didn’t want this to be a random exercise that asked library related questions, because in that case, you might as well just write a multiple choice test. I thought we should try to come up with a compelling story that would provide some sort of motivation for the players and an (albeit made up) reason for why they are being asked all these questions. With the focus of the online library, I came up with some vaguely cyber-security related framing, i.e. the library has been hacked/invaded by a mutant algorithm and the players are asked to reset it step-by-step to make it usable again for themselves and other students. My team liked the idea, so I wrote little introductions to each room that try to keep this theme alive, although they are basically just techno-babble. At some point we were wondering whether we could make it look like this is a conversation that uses the live chat function of the library page, but that seemed to much detail to get into. Maybe once we have good feedback on the whole thing this is something to do to pretty it up a bit.

Testing the refined prototype

The next step was to put this out there, and ask people from outside of the team to test it. We invited some library professionals, as well as lecturer colleagues, one of my experience design friends, and I also tried to get some students on board as testers. We had some feedback, but not as much as I would have liked, and simplified instructions a bit more based on that feedback. (I can recommend having somebody screenshare with you while they are playing and talking you through their thinking, that was a very valuable exercise for me!)

And this is the stage we are currently at. We have decided to make it available to the wider university now, but make it clear it is still in the testing phase. Keep your fingers crossed!

(and yes, I will update you about this at some stage ;-))

I’m very excited to have been invited to be the guest speaker at this month’s Playful University Monthly Meeting on 17th September, starting at 12 (BST), to talk about my approach to teaching and Tactile Academia in general.

And the even better news is that this is open for free to anybody via zoom, so if you ever wanted to find out more about my work, all you need to do is sign up and log on. Expect some chat about making board games to disseminate research process and results, to get a closer look at some of the objects I have made as part of my tactile academia journey and to explore some of the everyday analogies from Writing Essays by Pictures – and beyond. Have paper and some pens (lots of colours are best!) ready to join in some simple drawing fun!

There might even be an exciting announcement regarding the future of the board game workshop…

For more details and to sign up, check the Eventbrite page for this event here: https://www.eventbrite.com/e/playful-university-monthly-meeting-alke-groppel-wegener-tickets-118185260295?aff=ebdssbonlinesearch