Archive

Tag Archives: board games

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/

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!

I had so much fun creating the game that I couldn’t put down the marker eventually politely took it off me 🙂 The facilitation of the workshop was excellent. Thank you & and all others for this inspiring day! ()

After our workshop on making a Sociological Research Board Game had been so well received at last year’s Undisciplining conference, The Sociological Review asked Katy and myself to do another one – but this time we had the luxury of a full day!

detail from the handout

The venue was another art gallery, this time The Lowry at Salford Quays, and based on feedback from the conference at The Baltic, we had also set some time aside to go on a short tour of the permanent exhibition about Lowry himself during the lunch break.

The bag of board games I brought in

As we had so much more time (the first workshop was 90 minutes long, now we had almost seven hours to play with), we decided to start the day by getting our participants to play some board games. The Games and Visual Effects department at Staffordshire University that I work in has a board game library, so I had easy access to a whole (quite overwhelming) array of different games, of which I selected four more or less at random. Plus I brought in one of my own, the Boardgame Blueprint, as I wanted to then use that as an example when talking about the game design later on.

After playing for about 45 minutes, we had a chat about all the games in turn, with the people who had played the individual games (or were familiar with them) describing the game play a little. We were particularly interested in the way the path was organised, the game mechanics used, and the way the visuals of the game represented (or not) the content of the game. (Pirate’s Cove turned out to be a really interesting example as it was so complicated that everybody basically gave up attempting to play it within the first 10 minutes. Although it is visually stunning, there are so many different aspects that players need to prepare and take into consideration that trying to learn it just for a practice play was not worth the time. A great example of how it is possible to overcomplicate a game – a pitfall we didn’t want to fall into with our prototypes!)

The selection of board games we actually did play worked really well, because we ended up with ones ranging from a very strict path (Boardgame Blueprintsee some of the game action here), one with some options (The Game of Life), one where you are quite flexible (The Master Detective Game) and one where the object of the game is to ‘construct’ the path while playing (Tsuro). A number of basic game mechanics were in play, particularly different ways of triggering chance events (dice, spinner, game cards). There was also an interesting range of how the content was visually represented: The Game of Life, for example, uses visuals of an affluent Western Society and three-dimensional elements that seem a bit gimmicky. The Master Detective Game seems located in Victorian London, but presents a bright watercolour version of this and doesn’t include any grime or shady areas that one could associate with Sherlock Holmes. Tsuro is quite abstract but with an Eastern twist. And the Boardgame Blueprint’s large visual is of an iceberg, which seems not really connected with the subject of researching and writing an essay, although the little images on the individual steps feature related pictures.

We then had about an hour before lunch, and I had thought we would be able to go through the different steps at a fairly fast pace. But this is not how it happened… and I’m not sure why, maybe because we had more time people didn’t want to be rushed? Thinking on our feet, we decided to turn the initial idea of going through the steps – to turn the diagram into a flowchart, consider game mechanics and finally design a visual – together, into me walking participants through this and then letting them work at their own pace. As they had a hand-out that detailed all the steps this wasn’t a problem, and allowed people to be more flexible. And it allowed Katy and myself to spend more time chatting to people and helping in case anybody felt they got stuck.

Participants also were flexible in how long they wanted to take for lunch, so that the lunch break organically flowed over to the afternoon when we had scheduled independent development work on the games. The last half an hour or so a number of people shared what they had been working on – and just like after our first workshop. we were really impressed by how many fascinating game prototypes were created!

This slideshow requires JavaScript.

Unfortunately we (again) didn’t really have time to do any playtesting. Maybe this is always unrealistic on the same day – so let’s keep this in our backpocket for a week long workshop 😉

Thank you and for facilitating and and for organising such a brilliant day. Will definitely be using what I learnt in the future. ()

 

So after this I think…

…starting with playing games is a great idea, because it not only gets people in a playful mood, but also because we then can talk about the different aspects of them (i.e. how is the path organised, what game mechanics are used, what is the visual impact – and is this connected to the content of the game). If there is not time enough to play, maybe it would be useful to talk about some at the beginning, or while going through the three steps? Playing (or thinking about) games could also be set as preparatory ‘homework’.

…as Jon suggested it would be great to have elastic bands to hand so that participants can take home their prototypes more easily after the session. (Actually I already bought an assortment of elastic bands based on this feedback and now just must remember to pack them for the next workshop!)

…the empty playing cards were a great addition to the resource table, particularly for the people who came with the idea of a card game in mind.

…I wonder whether the paper we are currently using is too big. Even when compared to board games that are commercially available the prototype we are producing is on the large side – however, this allows for us to capture small details (easy to do on a small scale if you have a computer for the writing, not so easy if you are working with markers – and I like encouraging people to use markers, because you have to commit to what you are drawing) – and it makes them easier to share in the session.

…it may be too ambitious to try to include play testing in a workshop, especially if people are working on their own individual games – I mean how would you choose which ones get tested and which don’t? (maybe we need to organise a workshop reunion to play test?) However, if working on collaborative games playtesting would be a useful addition.

If you have been to one of these workshops, let me know what you think via a comment!

A guest post by Helen Tracey

How I applied my experience from The Sociological Review, ‘Undisciplining’ Conference Board Game workshop to my teaching practice

As soon as I saw the workshop, “Make Your Own Sociological Research Game” featured in the pre-conference materials, I immediately signed up. All of the conference workshops were innovative but this one in particular stood out to me. Aside from it being something different, it’s difficult for me to pinpoint why the workshop attracted me so much, as I didn’t really enjoy playing board games as a child. However, as an academic working in a Business School, the opportunity to do something so creative is rare. I also enjoy playing board games much more with my own children than I ever did myself at their age; Carcassonne, Labyrinth and Cluedo being my top favourites.
Before attending the workshop, some people I spoke to about it were actually quite skeptical about how useful it would be. However, attendance was well oversubscribed and therefore I felt lucky to get a place; they were even turning away people at the door! I certainly found it very useful to map out my research method as a process. At the time I had almost completed my data collection, but I could see that it would be good to undertake this activity at the start of a research project, particularly to determine any potential pitfalls. It was also interesting to see the other attendees’ board games and how they had designed them around their own research. Unfortunately I didn’t have time to finish (or play) my board game in the workshop, and despite my best intentions it is still not complete!
Not long after the conference I attended a workshop about Transforming Assessment and Learning at the university where I’m employed as a Lecturer (Northumbria). We were split into small groups (preferably aligned to module teams) and asked to consider module assessments against a range of criteria, including whether it was fair but stretching and whether it had real-world relevance. I am Module Tutor for a level 6 (final year undergraduate) module called ‘HR Resourcing and Development’. This module had just been reviewed and the Assessment word count had been increased from 2,000 to 3,000 words. So, something needed to change but I was conscious that I didn’t just want to lengthen the existing Assessment essay. During this workshop I was paired with another tutor from the module. As we are both visual researchers, we quickly decided that the Assessment should have a visual element, and that this would be a way to ask the students to reflect on all the topics covered by the module and thereby encourage engagement. I knew that I wanted to somehow use my learning from the Board Game workshop, but at this stage I wasn’t sure how.
It was only later that several factors led me to incorporate a two hour Board Game workshop into the Teaching and Learning Plan. I had a gap to fill, and I felt that my anticipation of the students’ need for support in producing the Assessment diagram aligned with Northumbria’s new Assessment foci. A key aim of this workshop was that it would provide students with a chance to develop or improve the skills they would need to develop their Assessment diagram. It would also be the opportunity for them to test out these skills as part of a group, and obtain feedback from tutors on what they produced, before they needed to work on their own individual diagram for the Assessment.

Glass Ceiling Prototype Game

The example game I prepared before the first workshop

I must admit I was a little nervous about trying something so new, especially after I mentioned the idea to my husband and his comment was that he thought it would be ‘too gimmicky’ for students. However, this proved to be unfounded as a few colleagues who I tested the idea on thought it be innovative. Also, importantly, the students really engaged in the activity. Despite some of them confessing that they felt themselves to be ‘not creative’, I think they really surprised themselves with their ideas. I have included some photographs (shared with permission of the students) of some of their work in progress, and also details of a finished game and how it is played.
I am hoping to run the workshop again when the module re-runs next September, particularly if it receives good feedback in the module survey. I will, however, need to make a few tweaks to the format. First of all, I will need to have more materials available; students asked for many things I hadn’t anticipated such as scissors and sticky tape. I would also prepare small cards to be incorporated into games (e.g. Monopoly style), as these were very popular with the students – I think because the task required them to incorporate a lot of module topics. I am probably stuck with a timescale of two hours. Really this was too short, and the onus was on students to finish their games outside the workshop to present back. However, next time I will certainly try and merge two sessions into one. Finally, the students were required to base their game on an organisation, and a central HR process (e.g. Recruitment at Ikea). Some students struggled with incorporating an organisation, although those who did accomplished this very well. For example, the group that based their game on Recruitment at Marks and Spencer (see photo) thoroughly researched the organisation in order to develop a series of question cards which they incorporated into the game. On the other hand, the majority of groups picked the same HR process, which was recruitment. In both these cases I feel like with more guidance and examples next time, a wider range of topics can be encouraged which are based on organisations.

 
In general the students appeared to enjoy and value the activity – it has certainly been a topic of conversation! And although we didn’t have time for it in the workshop, I have heard back that students enjoyed playing the completed games in their seminar classes.

 

Here the details of two games produced by the students and how they are played:

M&S Recruitment Board Game

Progress around the Ludo style board, collecting coins by answering questions correctly. Land on a ‘Q’ space and you pick up a question card. Land on a ‘C’ space and pick up a chance card. You need to get your counters safe with 7 coins to win. The question cards cover all of the module topics.

Marks and Spencer Game

Marks and Spencer Game

A Year’s Placement at River Island Board Game

River Island Game

River Island Game

Progression around this Monopoly style Board takes you through a placement year at the clothing company River Island. Pick up the cards when instructed to by the squares; these provide you with dilemmas to solve based on the module topics.

 

As mentioned in my last post, I am currently preparing for a workshop with my friend and colleague Katy Vigurs. Before this is happening (tomorrow to be exact), I wanted to share some of the prep work that has gone into this once the abstract had been accepted. As it will be a workshop where participants will be encouraged to think about (their ?) research in a visual way (in form of a board game, to be exact), this blog post will be in a more visual form than the posts I usually put together for you…

An afternoon of try-outs, brainstorming and tea

The handout – from sketch to coloured in version

Scaling it up – an outline ready for the workshop

… as you can see we are well prepared. More details on how the workshop went in the next few days!

Last Friday’s Look, Make and Learn event at the University of Huddersfield for me ended up as a reminder of ‘flow’ – and the joy of having time and space to just explore.

Sarah Williamson started us off with a session on “Bookmaking for visual thinking, recording and reflection”.  As readers of this blog will know reflective bookmaking is a wonderful tool of exploring thoughts and while working on mine (not quite finished yet, but see below for some pictures of its current state) I realised how long it has been since I actually took the time to make one.

Sarah showing how to make an Instant Book

Sarah showing how to make an Instant Book

Sarah started us off with nice and easy by showing us how to make an Instant Book (sometimes also called Beak Book) out of an A3 photocopy of a map. (If you want to make your own Instant Book, check out the first page of this guide.) She also explained why we were using a map and not blank sheets of paper (and a pale map at that): it takes away the fear of the blank page. A blank page seems to suggest to the maker that it needs to be filled up with perfect stuff, while really this is all about process. Using a texture or pattern as a background will then help with what comes after it. A pale map is perfect for this, as it provides a background that can be worked into.

We then moved on to the Concertina Book (also called the Accordion Book) out of a long strip of paper. (If you need instructions on how to make your own, check out this page – we didn’t put covers on ours in the session, but there is a simple way of doing that included here too.) And in order to get rid of the blank page again, Sarah had brought in two random pages for each of us, one from a music guide and one from a DIY manual, and challenged us to find some words or phrases that explained why we decided to join the day, cut them out and stick them into our books.

While this seems very random, it is amazing how everybody seemed to find something that spoke to them. Here are the phrases that jumped out at me and made it into my book (almost making a poem):

Found text in my reflective book

Found text in my reflective book

I wanted to do something weird

From such beginnings

I had fun

The whole process can be riddled with ‘creative’ errors. It can happen that some strategy, unfit to reproduce the original ‘vision’, ends up outputting something completely unexpected, yet intriguing.

the borders between knowledge and imagination become even fuzzier

it is resolutely something else

a celebration of real things.

20161213_164331The next session was led by Chrissi Nerantzi and called “Make It Yourself (MIY)”. This was a very fast-paced session that took its starting point in the question whether learning (and thinking) that is only ‘head-based’ can ever work – even at university, which seems to have a very head-based tradition of theory rather than practice. We all filled a paper heart with what we love about teaching and then exchanged these hearts and discussed the ones we (randomly) received in small groups. Then we were sent out in pairs to fulfil tasks ranging from talking to students to finding useful objects around campus. We ended up in a circle making a physical net by throwing a ball of wool to each other, sharing feedback on the session.

20161018_153931After lunch I led a session entitled “Playing with Genre”. Here small groups had 30 minutes to design a board game based on writing an essay. We ended up with four games that we discussed and compared to some examples that students had put together in class for me. This is a great way of getting students to talk about what they perceive to be their strength (becoming short cuts) and weaknesses (becoming obstacles), as well as their expectations. I had planned to talk a bit more about how the board game genre also has the potential to become an alternative to the schedule of classes in the module documentation, but while there I realised that this might not have been that interesting for most of the people present as it is quite specific to people who actually plan whole modules. This might become a more detailed blog post in future… or maybe an event on its own (let me know if you would be interested in this!)?

Liz Dixon and Judith Kidder rounded off the day with a session on “Using LEGO® Serious Play® (LSP) in teaching, learning and research”. I had heard a lot about this, but had not actually done this myself. We did three short tasks – building a sculpture showing our role at work, a recent teaching experience, and then remodelling the latter into how that could have been improved. I particularly liked the remodelling, as it made me think about not just what I had done, but reflect on how I might change it for next time – something I probably would not have come up with if I hadn’t seen the sculpture in front of me. Liz and Judith emphasised the three steps of kinaesthetic learning, reflective conversation and written reflection (which we didn’t have time for, but that ideally should follow these tasks as part of the learning process) – and how important it was to free your mind of the literal interpretations.

Judith said that this sort of metaphocial modelling is a different way of communicating and that it is a way of unfolding different possibilities. In a way this brought the day full circle for me – my reflective book had been filling up throughout the day and I had added my Instant Book to the Concertina Book, so there is now some unfolding going on when reading through it. It has a thread running through it (inspired by the net-building wool), which at some stage writes ‘flow’ – something Sarah talked about at the beginning of the day. Refolding the combination of Instant and Concertina book made this word appear on the ‘cover’ page – and it is also a good way to sum up a great day!