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Abstract

This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/collaboration to make game design and development more culturally open and accessible to staff, students and the broader informal communities surrounding the University. The paper will discuss the theoretical foundation of the GameChangers Programme, grounded in a conceptualisation of design as a holistic, modular and creative process, and in an ethos of sharing, collaborating and remixing. The paper will present the outline of the Course and the Community that constituted the core elements of the Programme, and discuss a plural showcase of a variety of outcomes from the GameChangers Community, focusing on the Programme's cultural impact and on how the Programme as a whole disrupted established notions of game based pedagogy, and the customary hierarchical relations between producers and users of learning games.
DOI: 10.4018/IJGBL.2017070105
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Volume 7 • Issue 3 • July-September 2017
Copyright © 2017, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
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
Sylvester Arnab, Coventry University, Disruptive Media Learning Lab, Coventry, United Kingdom
Luca Morini, Coventry University, Disruptive Media Learning Lab, Coventry, United Kingdom
Kate Green, Coventry University, Disruptive Media Learning Lab, Coventry, United Kingdom
Alex Masters, Coventry University, Disruptive Media Learning Lab, Coventry, United Kingdom
Tyrone Bellamy-Woods, Coventry University, Disruptive Media Learning Lab, Coventry, United Kingdom

This paper discusses the first iteration of Game Changers Programme hosted by Coventry University’s
Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the
goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/
collaboration to make game design and development more culturally open and accessible to staff,
students and the broader informal communities surrounding the University. The paper will discuss the
theoretical foundation of the GameChangers Programme, grounded in a conceptualisation of design as
a holistic, modular and creative process, and in an ethos of sharing, collaborating and remixing. The
paper will present the outline of the Course and the Community that constituted the core elements
of the Programme, and discuss a plural showcase of a variety of outcomes from the GameChangers
Community, focusing on the Programme’s cultural impact and on how the Programme as a whole
disrupted established notions of game based pedagogy, and the customary hierarchical relations
between producers and users of learning games.

Design-Based Learning, Game Design, Game-Based Learning, Gaming Literacy, Open Course


It all started with a simple question, asked one too many times by one to many colleagues: “Could
you please make a learning game for us about our course?” To which, after designing one too many
games about one too many specific courses, we finally decided to answer with a different question:
“Why don’t you instead learn to make your own games?”
This paper will discuss the wide-ranging consequences of this further question and the reversal
in the customary producer-user hierarchy of learning game production practices that it brought forth,
which concretised in the first iteration of the “GameChangers” Programme of Coventry University.
This Programme explored the role and the opportunities of game design thinking in fostering creative
problem solving and cross-disciplinary design collaboration, and the complexities and criticalities
which emerged while deploying such approaches in a formal learning institution. Born with the initial
goal of helping lecturers adopt new, playful models of teaching and learning, GameChangers, as will
be seen in the examples below, soon extended to:
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Volume 7 • Issue 3 • July-September 2017
52
Fostering new practices in cross-faculty learning/collaboration.
Supporting students and lecturers in co-designing learning.
The development of new perspectives in the use of creative means for problem framing and
solving, applicable to a wide variety of different courses and real world situations.
However, to appropriately frame our approach to game design and learning, it is important
to emphasize from the beginning the relevance, in our research and innovation endeavours, of
acknowledging the multiple facets of the relationship between games and learning in formal contexts, a
relationship that all too often is misconstrued and strongly skewed through a specific, singular, techno-
deterministic lens (Oliver, 2011). In fact, beside the very pragmatic workload concerns touched on in
the first lines of this paper, the GameChangers Programme had its core rooted mainly in a theoretical
and pedagogical consideration: as a whole, innovation in learning research seems, particularly in this
historical conjuncture, to be overwhelmingly technology-driven (Buckingham, 2013). With the rise
of digital technologies, and particularly of the anytime-anywhere access to the web brought forward
with the diffusion of smartphones (Crompton, 2013), learning contents, resources and practices
are becoming more and more digitised and virtualised. This also happens in concurrence with the
increased interest in digitally immersive technologies and the growing requests for distance learning
(Lockwood, 2013). More specifically as pertaining to our field of studies, all too often game creation
in educational contexts has been driven by the aforementioned techno-deterministic and hype-based
approach, with a new gaming technology appearing on the market, creating a huge buzz (Cook & Triola,
2012). This has prompted educational institutions try to implement a (game-based) learning solution
based on that technology in the hope of riding the wave of hype and increase impact and notability.
So, as the digital game industry is still growing into a huge market (predicted by Huntemann
& Aslinger, 2016, to soon surpass cinema in total value), the education game industry turned to the
digital, hoping to tap into this same mobilisation of resources.
In blindly following this techno-deterministic hype, however, learning institutions often come
up with (costly) implementations that are not effective, not economically or structurally sustainable,
and, most importantly, not designed with a true grasp of what could make them meaningful for
teachers and learners, which is to say an understanding of the cultures and social dynamics that
underlie both learning and game cultures (Steinkuehler, Squire & Barab, 2012). Indeed, in recent
years, phenomena that run opposite to the foregrounding of technology are occurring within wider,
informal game cultures, with the so called “Rise of the Indies” (games and game creators relying on
low cost technologies and often embracing “retro” aesthetics; see Juul, 2014), and the “Board Game
Renaissance” (Philips, 2015) in particular highlighting a deep need for recovering a shared, playful
horizon of meaning, and even to return to local, face to face interaction.
As the cultures of play are moving away from a more technology-driven focus, prompting us to
engage in a re-evaluation of playful aesthetic and social experience, likewise thinking “technology
first and pedagogy later” tends to generate a stifled perspective of the consequences and ramifications
of technology in any learning ecology, starting with blinding ourselves to what learners and educators
actually find meaningful (Salen, 2008). To overcome this contradiction, we therefore endeavoured to
find a solution that would be at the same time holistic and modular, so as to enable game designers
in educational context to keep the broad vision that learning processes require, and at the same time
coherently and strongly scaffold the design process in an accessible and pedagogically sound way.
To bridge the technically minded gap between play and learning, we therefore referred to (and
refined) the transdisciplinary approach in serious games production developed by Arnab & Clarke
(2016). This is a layered approach that, starting with the consideration of learning needs and dynamics,
can inform learning design and the relevant enabling technologies, meant in their broadest sense.
Figure 1 illustrates this more modular and bottom up approach (layer 1 – layer 4) in looking at
teaching and learning challenges and formulating both game designs and the relevant technologies that
would enable the teaching and learning process. Before thinking about what the “solution” should be
and what technologies could enable the process, it helps to focus on the process itself, acknowledging
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... The GameChangers initiative, first established at Coventry University's Disruptive Media Learning Lab, is a team of practice-based researchers, designers and technologists that focus on the design and implementation of playful and gameful learning experiences (Arnab et al., 2017;GameChangers, 2024). The team practices a minimum viable pedagogy approach to learning design through rapid prototyping, testing and iteration at the speed of need. ...
... The success of the Green Playground project has led to an expansion of the playground area, and ACES partners in Malaysia are working TA B L E 2 Leverage available resources: Proposed aspects, characteristics and considerations; linked to their respective source materials. (Stahel, 1982(Stahel, , 2016 � Toys from Trash (Gupta, 2013) � Trailing-edge Technologies (Groom, 2013;Udell, 2013) Practical (Arnab et al., 2017; GameChangers, 2024) � Kotoba Miners (York, 2014) � Toys from Trash (Gupta, 2013) � Trailing-edge Technologies (Groom, 2013;Udell, 2013) Resilient ...
... � Be economical with the resources that constitute your design � Look to reduce administration, streamline processes and minimise costs � The simpler your design, the easier it will be to build, deliver and manage � Free up valuable resources that can be used to better serve your learners � Academic entrepreneurial engagement for frugal innovation in HE institutions: a systematic literature review (Toyin Ojo et (Stahel, 1982(Stahel, , 2016 � Tools for Systems Thinkers (Acaroglu, 2017) (Richards et al., 2017(Richards et al., , 2019) � DS106 (Groom, 2013;Groom & Burtis, 2010) � Frugal Innovation (Radjou & Prabhu, 2015) � GameChangers (Arnab et al., 2017; GameChangers, 2024) � Kotoba Miners (York, 2014) � Make Space (Doorley & Witthoft, 2011) � SPRINT (Knapp et al., 2016) � The Circular Economy (Stahel, 1982(Stahel, , 2016 � Tools for Systems Thinkers (Acaroglu, 2017) � UK Government Design Principles (GOV. UK, 2019) ...
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... The highest risk of bias was found for Criteria 5.5, as Dimitriadou et al. (2021) had a high risk of bias. Within the four qualitative studies, the lowest risk of bias was found for Criteria 1.4, with two studies having a low risk of bias (Ismiyani, 2020;Sanchez-Mena & Marti-Parreno, 2017), with the remaining being unclear (Arnab et al., 2017;Lock et al., 2018). The highest risk of bias was found for Criteria 1.2 and Criteria 1.5, where all studies had a high/unclear risk of bias. ...
... The four qualitative studies consisted of two studies that focused on gamification (Ismiyani, 2020;Sanchez-Mena & Marti-Parreno, 2017), one on GBL (Lock et al., 2018) and one on a combination of gamification and GBL (Arnab et al., 2017). These four studies had sample sizes ranging from 4 to 16 participants, with limited demographic characteristics provided. ...
... Sanchez-Mena and Marti-Parreno (2017) was the only study to describe their sampling approach. A variety of data collection approaches were used, with the most common being a reflective case study of the researchers' gamification experiences (Arnab et al., 2017;Lock et al., 2018). Only two studies clearly described the questions the participants were asked and the qualitative analysis methodology used (Ismiyani, 2020;Sanchez-Mena & Marti-Parreno, 2017), although it was unclear how a phenomenology approach was used by Sanchez-Mena et al. (2017). ...
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... According to some authors [14], games can create habits, sustain changes, and indicate civilization's preferences, weaknesses, and characteristics, hence games have the potential to -applied in diverse approaches -promote knowledge development or behaviors change. In fact, students can benefit from their involvement in games' development process [15]. Despite minor variances in game's definition, there is a consensus that games consist of components within a framework of rules [16]. ...
... what is the game about, the theme, what and how to achieve), the game aesthetics (e.g. visual appearance, graphical content), and the implementation as in making the game work [15], [17], [18]. ...
Chapter
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... Inspired by the opportunities for innovative practices enabled by playful co-creativity, this paper specifically focuses on the GameChangers programme (http://gamify.org.uk) that is promoting the application of game design thinking (Arnab, et al. 2017) as an instrument for encouraging learners to understand, apply, test and reflect knowledge in higher education. Findings and insights from an experimental module developed under the GameChangers programme involving three cohorts of Level two undergraduate students (n=90) from the different schools and faculties at Coventry University, UK are discussed. ...
... Inspired by the game design and design thinking approaches as a means for scaffolding multi-disciplinarity, creativity and collaboration, the research has been designed based on the GameChangers programme (Arnab et al., 2017). The programme is an experiential learning programme grounded in constructionist pedagogy (see Ackermann, 2004) that facilitates new models of teaching and learning, and new practice in cross-context learning (in/formal) through the use of game design thinking for creative problem solving -highlighting the importance of activity based approaches and hybrid spaces. ...
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... Playing games could support certain types of learning, but participants can also learn from designing games (Arnab et al., 2017;Cucinelli et al., 2016). When creating games, the participants shift from a consumer approach of digital technologies towards a co-creative approach transitioning from consuming technology to the co-creating through technology has been possible, thanks to two essential levers: the technological evolution and the spread of the participatory approach in education. ...
... Playful-and-gameful approaches to education inspire the Design Thinking workshop. The main contents of the workshop have been developed by the GameChangers initiative (Arnab et al. 2017) and were adapted to the Learning Sciences field. ...
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Game prototyping projects and various types of game development events teach different skills important for working in industry. This includes aspects such as advancing development and project management skills, but also improved effort estimations, first prototypes for portfolios, and strengthening networking and communication skills. Other prospects of such efforts can also be support for and the strengthening of local industry by connecting and training new talents, opening recruiting possibilities, and building a vivid and strong local developers network. In recent years, we have run different types of game prototyping projects in different settings at Graz University of Technology. These have included traditional digital 48-hour game jams, analog jams, development projects running for some months, and projects with an interdisciplinary and international setting. Each format supports different learning goals and has different potentials to bridge industry and academia. In this paper we summarize different benefits of the different formats and compare their potential to support (computer science) students in learning different aspects important for their future career and discuss general aspects related to game jams with potential for strengthening the local industry.
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This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning — including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
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Its purpose is to provide readers with a quick and user-friendly introduction to Open Educational Resources (OER) and some of the key issues to think about when exploring how to use OER most effectively. The second section is a more comprehensive analysis of these issues, presented in the form of a traditional research paper. For those who have a deeper interest in OER, this section will assist with making the case for OER more substantively. The third section is a set of appendices, containing more detailed information about specific areas of relevance to OER. These are aimed at people who are looking for substantive information regarding a specific area of interest. Originally published 2011; Revised 2015.
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