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“Play in School: Seriously?” Co-
creativity Approach by the
CreativeCulture Initiative
J A C E Y- LY N N M I N O I , U N I M A S
twitter: jlminoi
About us
myCapsule Space, LG Block A, Faculty of Computer Science and
Information Technology, Universiti Malaysia Sarawak (UNIMAS)
Website: mycapsule.my
Email: creativeculture.my@gmail.com
Fb: @creativeculture17 Twitter: @_mycapsule
Co-creativity
Co-creation
Creativity
Playful
Games
Empathy
Our aims
To introduce Game-Based Learning (GBL)
as resources for teaching and learning
• Provide GBL resources for students and teachers to explore at their
local lab/hub also in the online hub (downloadable tools, etc.)
To use Game Design Process as a Learning
and Teaching tool
• Provide series of workshops with playful elements for introducing
the co-creativity approach in education
• Guide local champions to personalise the process (localisation)
Play – unique to Borneo
MINING LOCAL INDIGENOUS
KNOWLEDGE
CREATING WITHIN LIMITATIONS OF
RESOURCES
GAPS IN EXPOSURE TO COGNITIVE
SKILLS REQUIRED IN 21ST CENTURY
LEARNING
The Context
Context
• Urban
• Remote Rural
• Indigenous values
How data
was
captured
• Cultural Protocol
• School bureaucracy
• National
Curriculum needs
Pedagogical
Approaches
• STEM-based subjects
• Nature of dialogue
among teachers and
students
Where and What
Telok
Melano
Long
Lamai
Telaga
Air
UNIMAS
Kuching
Lawas
Kota Samarahan,
Serian
Bau
Gameful Learning
Design
Adaptable/adoptable
CreativeCulture Lab blueprint and
toolkits
Gamification Seminar
Ambassadors/champi
ons from the pilot
locations have been
identified and trained
Online Hub - mycapsule.my
Physical Lab – myCapsule Space
Integrate content
knowledge,
pedagogical
knowledge and local
knowledge into the
learning experience.
Beneficiaries
Students/learners
◦ Remote tele-sessions
◦ Transcultural, transnational
Teachers
◦ Training-of-trainers
Local communities
◦ Exposure
◦ Potential socioeconomic value
◦ Cultural applications
Schools
◦ Facilitate creative learning
Our approach
CO-CREATION
Co-Creation…
also known as..
Co-design
Participative design
Interdisciplinary teams
Design thinking
Sticky notes on the wall
Why co-
create?
Get new insights.
Development of new ideas and fine-
tuning old ones.
Participatory implementation.
Continuous evaluation and
optimisation.
Three phases in Co-creation
FIRST-TIME TRY OUT PROJECT-BASED
COLLABORATION
STRUCTURAL
COLLABORATION
Co-creation
brings
MIXED
RESULTS
Idea Generation
Mediocre consensus
Better and quicker
problem understanding
Co-creation..
PARTICIPATORY BUT NOT
DEMOCRATIC
EVERYONE MUST BE LISTENED,
BUT MAJORITY DOES NOT RULE.
CREATIVE LEADERSHIP IS
NECESSARY.
Playing to engage:
Our experience
Rethinking traditional games
Understanding learning gaps
Empathy and Game Design
Ideate and
Prototype
Designing Thinking & Transcultural Practices
& Indigenous Values of Play
Impact and value of centralised &
westernised education and curricula
for these communities is a complex
and ongoing negotiation.
Play (digital, ”analog” and physical) as
an expression of both local cultures
and working as a bridge toward
hybridisation.
Our challenge How to focus on STEAM, 21st century
learning skills, programming etc – will
benefit indigenous communities
◦Relevance to communities which still
depend on hunting, farming to survive
◦National curriculum vs global expectations
for education vs preservation of local
values and way of living
Engaging the nature of play and learning experiences
Ensuring adults (teachers, parents, community
leaders and members) are equipped with co-
creativity skills to support learning through play
Extended impact
Climate change
Learning disabilities
Social work
AIDS awareness
Sex education
Climate Change
Overall Summary
Co-creativity approach are commonly organised and
used by companies for their own benefits.
Strengths:
 Allows multitude of participants to be involved
 Provides an ideal opportunity for talented individuals
to show their talent and strength to a global
community
 Promote the easiest engagement within the
community
 Allow a transition from the traditional methods
professor/lecturer-centered to a new perspective
focused on students
 Imply higher levels of collaboration (== the current
trend in industries)
The positive reaction - satisfaction, fulfilment, increase
interest of educational experience, motivated and positive
psychological effects.
Co-Creativity: A Great Way to Solve Real-
life Problems
Thanks for listening!

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SDI: Co-creativity Approach by the CreativeCulture Initiative

  • 1. “Play in School: Seriously?” Co- creativity Approach by the CreativeCulture Initiative J A C E Y- LY N N M I N O I , U N I M A S twitter: jlminoi
  • 2. About us myCapsule Space, LG Block A, Faculty of Computer Science and Information Technology, Universiti Malaysia Sarawak (UNIMAS) Website: mycapsule.my Email: creativeculture.my@gmail.com Fb: @creativeculture17 Twitter: @_mycapsule
  • 4.
  • 5. Our aims To introduce Game-Based Learning (GBL) as resources for teaching and learning • Provide GBL resources for students and teachers to explore at their local lab/hub also in the online hub (downloadable tools, etc.) To use Game Design Process as a Learning and Teaching tool • Provide series of workshops with playful elements for introducing the co-creativity approach in education • Guide local champions to personalise the process (localisation)
  • 6. Play – unique to Borneo MINING LOCAL INDIGENOUS KNOWLEDGE CREATING WITHIN LIMITATIONS OF RESOURCES GAPS IN EXPOSURE TO COGNITIVE SKILLS REQUIRED IN 21ST CENTURY LEARNING
  • 7. The Context Context • Urban • Remote Rural • Indigenous values How data was captured • Cultural Protocol • School bureaucracy • National Curriculum needs Pedagogical Approaches • STEM-based subjects • Nature of dialogue among teachers and students
  • 8. Where and What Telok Melano Long Lamai Telaga Air UNIMAS Kuching Lawas Kota Samarahan, Serian Bau Gameful Learning Design Adaptable/adoptable CreativeCulture Lab blueprint and toolkits Gamification Seminar Ambassadors/champi ons from the pilot locations have been identified and trained Online Hub - mycapsule.my Physical Lab – myCapsule Space Integrate content knowledge, pedagogical knowledge and local knowledge into the learning experience.
  • 9. Beneficiaries Students/learners ◦ Remote tele-sessions ◦ Transcultural, transnational Teachers ◦ Training-of-trainers Local communities ◦ Exposure ◦ Potential socioeconomic value ◦ Cultural applications Schools ◦ Facilitate creative learning
  • 11. Co-Creation… also known as.. Co-design Participative design Interdisciplinary teams Design thinking Sticky notes on the wall
  • 12. Why co- create? Get new insights. Development of new ideas and fine- tuning old ones. Participatory implementation. Continuous evaluation and optimisation.
  • 13. Three phases in Co-creation FIRST-TIME TRY OUT PROJECT-BASED COLLABORATION STRUCTURAL COLLABORATION
  • 15. Co-creation.. PARTICIPATORY BUT NOT DEMOCRATIC EVERYONE MUST BE LISTENED, BUT MAJORITY DOES NOT RULE. CREATIVE LEADERSHIP IS NECESSARY.
  • 16. Playing to engage: Our experience Rethinking traditional games Understanding learning gaps
  • 19. Designing Thinking & Transcultural Practices & Indigenous Values of Play Impact and value of centralised & westernised education and curricula for these communities is a complex and ongoing negotiation. Play (digital, ”analog” and physical) as an expression of both local cultures and working as a bridge toward hybridisation.
  • 20. Our challenge How to focus on STEAM, 21st century learning skills, programming etc – will benefit indigenous communities ◦Relevance to communities which still depend on hunting, farming to survive ◦National curriculum vs global expectations for education vs preservation of local values and way of living
  • 21. Engaging the nature of play and learning experiences Ensuring adults (teachers, parents, community leaders and members) are equipped with co- creativity skills to support learning through play
  • 22. Extended impact Climate change Learning disabilities Social work AIDS awareness Sex education
  • 24. Overall Summary Co-creativity approach are commonly organised and used by companies for their own benefits. Strengths:  Allows multitude of participants to be involved  Provides an ideal opportunity for talented individuals to show their talent and strength to a global community  Promote the easiest engagement within the community  Allow a transition from the traditional methods professor/lecturer-centered to a new perspective focused on students  Imply higher levels of collaboration (== the current trend in industries) The positive reaction - satisfaction, fulfilment, increase interest of educational experience, motivated and positive psychological effects.
  • 25. Co-Creativity: A Great Way to Solve Real- life Problems

Notes de l'éditeur

  1. The adults in these spheres have a critical role in facilitating this continuity and connectivity of learning, by recognizing, initiating, guiding and scaffolding playful experiences, in support of children’s agency. It is important to ensure that adults are equipped with the necessary and appropriate skills to support learning through play – even in cases of free play, as adults need to recognize the benefits of free play, and foster it by providing the time and environment.