The third Learning Games event took place against a backdrop of thundery showers in the Victoria Rooms on Wednesday 8th May. In attendance were colleagues from both professional and academic backgrounds, ranging in discipline and service but all with one common interest – the use of games in learning.
The session started with a throwback to the previous Learning Games event, in which we discussed the barriers to implementing game-based learning in our roles. The main issues we found were (in order of most common) – time and resource, resistance to change and knowing where to start. This time we were asked to come up with solutions to these problems, but in true academia style, we ended up conjuring up more problems than we started with, with a number of groups highlighting the issue of games not being viewed as ‘serious’ or ‘academic’ enough – the solution to which would be to demonstrate the learning that had happened as a consequence of the game shortly afterwards.
The main part of the session was delivered by Neil Carhart from the Department of Civil Engineering, who shared his ‘Gone Fishing’ game with the group. The game, which combines sustainability, fishing and economics into a strategic ocean-based venture, was originally played on a board, but has taken a 21st century twist and is now played online. Neil wanted to highlight these changes and demonstrate how the game was played differently through the two mediums.
Players in the game (in which the cohort are split into teams) each take on a role but work together to ‘beat’ the other teams to have the highest net profit at the end of the game. Interestingly, although the game was designed to highlight and teach sustainable systems, it always ends with students creating an unsustainable environment – the game always ends with the ecosystem being destroyed through over-fishing (and a desperation for profit – not too unlike the world we actually live in). What is even more interesting, however, is the way that playing the game online has changed how the students interact with it.
When played as a board game, the average time to complete it took three hours. When played online (still in the classroom but using a shared laptop to do calculations and move the ships), the game takes an average of 90 minutes. The fact students do not have to physically move their ships around a big shared board anymore may count for some of those saved minutes, but not 50% of them. Students playing online, Neil notes, are more likely to make quick, less thought-through decisions and don’t discuss with each other or with other teams too much. In a way, students are more focused on getting the highest profit than they are on working together to fish sustainably (so to speak).
Suzi and Chrysanthi then talked about their game, which aims to help people consider accessibility and inclusivity issues when designing learning games. They are looking for volunteers to test out or provide feedback – get in touch with them if you are interested.
The session ended with a game about thinking about games for learning (if you can manage to decipher that!). In our groups, we were given a piece of A2 paper, split into four rows and four columns (see image below). We were tasked with thinking of four ‘subjects’ (as wide-ranging as we wanted them to be- ours were French, science, sewing and dogs) which were used as the column headers, and then the four rows needed to be populated with different types of games for each (see image below). The idea for this game was taken from this blog post, and is a quick way for coming up with new ideas or approaches to a solution.
Email Suzi Wells and/or Chrysanthi Tseloudi if you are interested in testing our their new game, which looks at inclusivity and accessibility when designing learning games.