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Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects

Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects

Dan Barnard
Copyright: © 2017 |Volume: 7 |Issue: 3 |Pages: 6
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781522514510|DOI: 10.4018/IJGBL.2017070109
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MLA

Barnard, Dan. "Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects." IJGBL vol.7, no.3 2017: pp.87-92. http://doi.org/10.4018/IJGBL.2017070109

APA

Barnard, D. (2017). Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects. International Journal of Game-Based Learning (IJGBL), 7(3), 87-92. http://doi.org/10.4018/IJGBL.2017070109

Chicago

Barnard, Dan. "Case Study 2: Using Games Based on Giant Dice and Time Restrictions to Enable Creativity When Teaching Artistic or Creative Subjects," International Journal of Game-Based Learning (IJGBL) 7, no.3: 87-92. http://doi.org/10.4018/IJGBL.2017070109

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Abstract

This case study draws on some experiments I have been doing in the use of dice in the ideas generation phase of a creative project. It draws on workshops I have run with creative technology students at Goldsmiths, with a range of adults at the Counterplay Conference in Aarhus (Denmark) and the Playful Learning Conference at Manchester Metropolitan University, in workshops for museum professionals I have co-led with Rachel Briscoe and in teaching Drama and Performance students at London South Bank University.

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