Keynote presentation at the ICEPOPS 2019 conference (https://copyrightliteracy.org/upcoming-events/icepops-international-copyright-literacy-event-with-playful-opportunities-for-practitioners-and-scholars/)
Fear of failure, fear of not being taken seriously, fear of
not being an expert or ‘knowing enough’ can halt and
obstruct learning at all levels. Charlie will be sharing
her experiences of creating a lusory attitude or playful
environment to empower learners (from
undergraduates to tenured staff) to experiment and
engage with copyright concepts and practices away
from fear and apprehension.
This is then followed with an interactive, games based learning OER Board Game Jam session.
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Make and release: embedding practice through play. ICEPOPS Keynote 2019
1. Make and release –
embedding practice
through play
Stephanie (Charlie) Farley
Open Education Resource Advisor
Educational Design and Engagement
University of Edinburgh
3. In using technologies provided by library
and learning technology services
Confidence Building
In creating, using, and sharing materials in
digital spaces.
In applying copyright and licensing
knowledge into practice.
5. Why do so I choose to use playful
methods to build confidence,
engagement, and teach copyright
literacy?
6. I’m not an expert
It’s so very complicated
What if I get it wrong?
Fear
7. Q. How did you feel when you first
started working in copyright literacy and
had to answer your first copyright
question as an ‘expert’?
8. The dragon with seven heads GifItUp Giphy.com – original image via Europeana.eu from National Library of
the Netherlands, Public Domain
9. Rug Rumble - playing cards and pieces, Open.Ed (Flickr), CC BY
“Games give experiences meaning, they
provide a set of boundaries within a ‘safe’
environment to explore, think and ‘try
things out’.” (Kapp, 2012)
10. Lusory attitude, coined by Bernard Suits
in 1978.
The psychological attitude required of a
player entering into the play of a game.
To adopt a lusory attitude is to accept the
arbitrary rules of a game in order to
facilitate the resulting experience of play.
11. Playfight, Pixabay – CC0
Wolves play fight, Zechariah Judy (Flickr) CC BY
Chocorate and Luna play fight, Yasuhiko Ito (Flickr), CC BY
15. • Safe spaces to
experiment with failure
• Support to immerse in
play – choice
• Autonomy –
intrinsic/internal
motivation to engage
Icons from Noun Project: Diversity by Nithinan Tatah, Self-motivation by Becris, & Choice by Millenials, CC BY
16. The ‘magic circle’ (Huizinga,
1955; Salen & Zimmerman,
2004) marks a space of
relative safety, where the
rules of the real world
do not directly apply; where
different norms and codes of
practice emerge, and there’s
space to imagine and create.
Icons from Noun Project: Diversity by Nithinan Tatah, Self-motivation by Becris, & Choice by Millenials, CC BY
19. • Re-purpose openly licensed
content
• Identify restrictions of use
• Consider potential use
• Consider distribution
• Licence own work
• Share it out into the wild
Confederate Gold – Game Instructions
Created by Daniella Bevsenyi, Thendral David, Hanna
Aiorana, Clarissa Chew, Dominika Kwecka., CC BY,
2017
20. Thinking Detectives: The Alps & Climate Change
http://open.ed.ac.uk/thinking-detectives-game-the-alps-and-climate-
change/
While playing learners develop Higher Order Thinking Skills, &
discuss whether a fictional ski instructor, Richard Fromm, in the
Bavarian Alps, should exchange his skis for bicycle wheels.
22. How can I be sure it works?
Icons from Noun Project: Smirk & Thinking by Xinh Studio, Research by priyanka, CC BY
23. Principal’s Teaching Award Scheme
(PTAS) funded research with Dr. Eva
Murzyn
5 interview groups were held between July and
November 2017.
Semi-structured questions for each session, focusing
on workshop experience and application.
PTAS Research “Playful Learning - OER Board Games’ full report:
https://edin.ac/31U2Agg
24. Findings: Playful learning
“had it been just a dry session, I would have
probably forgotten half of it by now.”
“It [playfulness] is a valuable aspect rather
than….stand up and teach theory.”
“it was really fun, and I think we need playful
learning.”
25. Findings: Hands-on experience
“You very much felt like you were put through
different paces to deliver something by the end. And
that was really good.”
“Putting it in action, not just learning about it, but
actually doing it yourself. A more creative approach
to doing this was very fun, but also very valuable,
because you look at those things in a different light.”
“It’s a hand on experience. It’s natural…it is an
experiential orientation, I think."
26. Copyright & Licensing Training
Copyright Bites
Will it bite me? Media, licensing & online learning
environments
Open Educational Resources / Practice / Assessment
OER Board Game Jam
Digital OER Story Game Creation with Twine
Gif It Up – Introduction + Intermediate/Advanced
Copyright the Card Game (!)
31. Flying Fish, Auckland Art Gallery Toi o Tāmaki, CC BY
GIF IT UP 2016 entry byAupetit Harmonie from Nanterre,
Ile-de-France, France.
Gif It Up is a competition run by
Europeana.eu in October each
year.
Enthusiasts and lovers of the
internet are invited to create
brand new GIFs by remixing
copyright-free and openly licensed
material from four international
digital libraries.
https://gifitup.net/about/
Gif It Up
32.
33. Create: Taking the answers from earlier,
draw / write a short story of your
copyright literacy experience as an
‘expert’.
34. Invitation to Share: Turn your drawing /
short story into a Gif, an image, or a
simple tweet, and share it on the
#Icepops2019 hashtag.
38. Jumping dinosaur GifItUp Giphy.com – by Federica Ferrarin, Source materials: Cactus, Pear
Cactus in Bloom | Rijksmuseum, dinosaur "[Manual of Geology: treating of the principles of
the science with special reference to American geological history ... Revised edition | British
Library, Study of Clouds over the Sound,
39. References
Huizinga, J. (1955), Homo Ludens: A Study of the Play Element in Culture, Beacon Press, Boston,
MA.
Kapp, K.M., (2012), The Gamification of Learning and Instruction: Game based Methods and
Strategies for Training and Education, John Wiley & Sons
Murzyn, E., Farley, S. (2018).,PTAS Research “Playful Learning - OER Board Games’ full report:
https://edin.ac/31U2Agg
Salen, K., Zimmerman, E., (2003), Rules of Play: Game Design Fundamentals, MIT Press
Salen, K. & Zimmerman, E. (2004), Rules of Play: Game Design Fundamentals, The MIT Press,
Cambridge, MA
Whitton, N. (2018). Playful learning: tools, techniques, and tactics. Research in Learning
Technology, 26. https://doi.org/10.25304/rlt.v26.2035
41. • Game Name
• Theme and Setting
• End / Win conditions
• Set of rules / instructions.
• Attribution details for resources used
• Licensing and sharing your game!
Create a board game to be shared
as an open educational resource
42. Be mindful of the protections and
licences that apply to any third-party
materials you are using and how this
may affect the distribution, re-use, and
licensing of your own game.
43. Are you ready to play?
Image: Jumanji, via Giphy.com
44. Centre for Research Collections
(select at least 3 images as inspiration for your game – 3min)
The Centre for Research
Collections’ Flickr account
is an example of an Open
Educational Resource.
It contains several
hundred images from our
images database
https://www.flickr.com/photos/crcedinburgh/albums
45. Theme and Setting (3min)
Theme – The underlying premise or set of
assumptions describe what the players
are doing in the game.
Setting – This can be the geographic
location, time period, and/or imaginative
environment where the game is taking
place.
46. Mechanics (5min)
How is the game being played?
Select at least 2 mechanics from the list
provided.
“These are the procedures and rules of your
game...how players can and cannot try to
achieve it, and what happens when they try.”
Jesse Schell, The Art of Game Design, A Book of Lenses
47. End Conditions (3min)
What are the end or win conditions for
your game?
What objective or purpose are your
players working towards (or to avoid)?
48. Gameplay / Rules (8min)
Write out a basic set of rules on a spare
sheet of paper (NOT on your game
document) to guide players through your
game.
Consider what types of resources might you
want to include in a game?
Digital? Audio? Physical? Where might you
source these?
49. Gameplay / Rules (8 min)
Confirm your rules and write these down
on your game document.
Have you listed all of the resources used
to create your game? Including any you
created yourself?
50. Licence your game (5 min)
Consider any third-party materials you’ve
used. Does this affect how you will licence
your game?
Have you attributed all of the resources
used to create your game? Including any
you created yourself?
51. Rocket Head - Gif It Up on
Giphy – original image ‘Self
Portrait’on Europeana.eu,
Public Domain
52. Congratulations!
You’ve made and licensed a
board game!
Let’s share it!
Take a photo of your document
and any pieces you’ve made, and
share your game using the
#Icepops2019 hashtag
Image: Robot/Android by OpenClipart-Vectors/23750, Pixabay, CC0
54. Thank you!
Stephanie (Charlie) Farley
stephanie.farley@ed.ac.uk
@SFarley_Charlie
CC BY-NC-SA 2.0, Centre for Research
Collections, https://flic.kr/p/fcwCzM
Notes de l'éditeur
As mentioned I’m part of the Open Education Resources service here at The University of Edinburgh, and prior to working in open licensing my work had been focused in academic library learning services and technologies. This means my teaching and outreach are focused in the areas of what I like to call confidence building.
So this is where my mother comes in, it’s all good! But I do blame my mother for my approach towards teaching. You see, she was my preschool/kindergarten teacher. So learning was intrinsically linked with fun very early on and I was provided with all the fun things at home as well as in school. Learning was always approached from a perspective of playfulness and I’ve brought this with me all throughout my own education and now into how I approach the education and training of others.
But beyond my mother’s influence, why do I continue to use playful methods to build confidence, engagement, and teach copyright literacy?
I find copyright fascinating, but I know not everyone does, and when people would approach me with questions or concerns, I’d hear the same words over and over:
I’d hear: I’m not an expert. It’s so complicated. What if I get it wrong.
All of this was coming from one place, a great big thundercloud, of fear.
Turn to the person next to you and share an experience of how you felt when you first started working in copyright literacy, whether that was last week or decades past, and had to answer a copyright query or provide advice as an ‘expert’. Once you’ve shared this, take a moment and write it down in one to two sentences.
Fear of failure, fear of not being taken seriously, fear of your work not being ‘good enough’ is something that comes up again and again, and particularly when I’m talking to people about trying new technologies or opening up and sharing their content as Open Educational Resources.
When we play a game although we strive to achieve the win condition, it can also creates a safe space where losing the game or forfeiting a prize can be experienced away from fear. Games and playfulness are spaces where failing is part of the process, sometimes even encouraged. “Games give experiences meaning, they provide a set of boundaries within a ‘safe’ environment to explore, think and ‘try things out’.” (Kapp, 2012)
This is what we call a Lusory attitude. A term coined by Bernard Suits in 1978.
The psychological attitude required of a player entering into the play of a game.
To adopt a lusory attitude is to accept the arbitrary rules of a game in order to facilitate the resulting experience of play.
A colleague, Dr. Hamish Mcleod explained it well an internal conference we had on playful learning here in 2017 and I’m going to build on his explanation of these playful rules. Consider young animals, and older animals too, engaging in playful activities, such as playfighting, we see this in cats and dogs all the time. Both participants in the play fighting know that what is happening is a game, it’s practice, they’re not actually fighting but each accepts the bounds and rules of play in order to facilitate the experience, and in doing so to improve their skills in preparation for the real deal. I found that by creating a lusory attitude or environment in my workshops and sessions, where the bounds and rules are that failure is allowed and participation is safe, staff and students were more willing to experiment and learn with copyright with much less fear and apprehension.
However, we can create a game, we can invite others to join us in our lusory and playful spaces, but not everyone is going to be willing, able, or interested in playing our games. Variety, autonomy, and choice is key.
Turn to the person next to you and discuss what it means to you to play create or share creatively within your work around copyright literacy. Then write down or make a note of your answer to this:
I prefer to create guided workshops and experiences where people are in control of how and what their playful experience is, and provide opportunities to experiment playfully with content and copyright applications through playful creation, making, and sharing.
the positive construction of failure - support for learners to immerse themselves in the spirit of play -and the development of intrinsic/internal motivation to engage with learning activities – this creates what is called the magic circle
‘magic circle’ was originally coined by Huizinga (1955) as an example of a space in which play happens, and later expanded by Salen and Zimmerman (2004) as a way of explaining how people construct relationships and realities during play.
One of my first approaches was to create an OER Board Game Jam. A Game Jam is an organised event where a group of people gather with the intention of creating a full game – from conception to completion – in a pre-determined, short period of time. In the OER Board Game Jam I lead groups through the creation, licensing, and sharing of their very own board game as an open educational resource.
Participants are provided with postcards of digitised and openly licensed images from our University of Edinburgh Collections and guided through game creation, all the while opening up conversations about resource use, copyright protection, and open licensing in relation to creating a new licensable object.
Confederate Gold – playing cards
Board Game playing cards created by Daniella Bevsenyi, Thendral David, Hanna Aiorana, Clarissa Chew, Dominika Kwecka.
CC BY
In the course of the sessions they:
Confederate Gold – Game Instructions
Board Game playing cards created by Daniella Bevsenyi, Thendral David, Hanna Aiorana, Clarissa Chew, Dominika Kwecka.
CC BY
https://www.flickr.com/photos/143662088@N08/32348823412/in/album-72157679435048036/
Participants have gone on to create and share specific learning focused games as OERs and present and share these at conferences. This game, the Thinking Detectives, was created by Kay Douglas from the University of Edinburgh School of Geosciences. The game was created using data from current research, designed to develop learners Higher Order Thinking Skills, content was carefully copyright cleared, checked, and the game itself was openly licensed and distributed to Scottish schools as part of the Schools research impact and outreach. The game was also presented at European Geosciences Union in 2018.
I’d received feedback from staff that their practices had changed since attending playful sessions, but I was concerned and wanted to have a clearer understanding as to whether the playful approach was enhancing the learning experience or distracting from it.
So What’s the best way to answer this? Data baby, data! Get out there and gather up all that data! What I wanted was some data on staff and student experiences of the OER Board Game Jam, their motivations to attend, and if and how they applied the learning afterwards.
I joined forces with Dr. Eva Murzyn from the University of Edinburgh’s School of Psychology and we undertook a series of focused interview groups between July and November 2017. We used semi-structured questions for each session, focusing on workshop experience and application of learning.
The findings were pretty positive. We found that, as I’d suspected, participants had been attracted to attend by the playful approach of the session, and for those people the playfulness enhanced their engagement with copyright as a topic.
Overall, the session evaluations were very positive. Some participants expressed that their copyright use has improved, but it was not a universal sentiment. What did come through strongly was an appreciation for the hands-on practical experience of applying copyright knowledge to practice within the session.
Together with my colleague Eugen Stoica I run monthly straightforward Copyright & Licensing Training, where we provide a history, grounding in IPR around higher education, and an overview of the essentials, length of protection, available licenses, open access, UK CDPA Exceptions, open licensing and OER. We utilise fun examples, Eugen has a couple of great YouTube videos he uses to explain Parody and Pastiche while also relating back to the importance of Moral Rights, and we incorporate some of the great resources created by Copyrightuser.org.
Broadened out to include OER digital game creation using open-source tool Twine.
Topical. ;)
Make use of existing activities and events!
Giphy.com provides a source option so that attribution can be provided with a link back to the original image source. Note, this is only available on the website, it’s not an option when using the app.
Allows conversations around memes, gifs, moral rights and ethical responsibilities.
Leading by example
the magic circle Safe spaces to experiment with failure. - Support to immerse in play – choice , Autonomy – intrinsic/internal motivation to engage
Image cards have been provided for today’s session. The images are all sourced from the University’s CRC Flickr account which is an example of an Open Educational Resource and contains several hundred images from the University’s images database.