Case study: Game design thinking as a strategy for community engagement in a rural indigenous village

Jacey Lynn Minoi, John Phoa, Fitri Mohamad, Sylvester Arnab, L. Morini, T. Lim, J. Beaufoy, S. Clarke

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

Abstract

This paper presents the formulated ‘play-to-engage’ model for community engagement that incorporates factors in cultural protocols and the game design thinking approach. The model was experimented in an indigenous rural village in Borneo. Engagement was done with a group of indigenous community leaders, teachers and indigenous students from the village. It is a known fact that all indigenous cultures have overwhelming cultural protocols and rural custom practices for researchers to adhere to and follow. Since game is a universal language, the creation of a trustworthy partnership between the community and researchers was made easier using play during the engagement process. Incorporating a fun gameplay approach could also be a solution to thrive on reflection and creativity of those individuals in capturing the needs of the study. The outcome of the engagement was positive and the communities’ needs, issues, experiences and motivation were collected during the play.

Original languageEnglish
Title of host publicationProceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018
EditorsMelanie Ciussi
PublisherDechema e.V.
Pages422-432
Number of pages11
Volume2018-October
ISBN (Electronic)9781911218999
Publication statusPublished - 1 Jan 2018
Event12th European Conference on Game Based Learning, ECGBL 2018 - Skema Business School, Sophia Antipolis, France
Duration: 4 Oct 20185 Oct 2018
Conference number: 12
https://www.academic-conferences.org/conferences/ecgbl/ecgbl-keynote-speaker-outlines/
https://www.academic-conferences.org/conferences/ecgbl/

Conference

Conference12th European Conference on Game Based Learning, ECGBL 2018
Abbreviated titleECGBL
CountryFrance
CitySophia Antipolis
Period4/10/185/10/18
Internet address

Fingerprint

village
community
Students
creativity
leader
teacher
language
experience
Group
student

Keywords

  • Cultural protocol
  • Game design thinking for community engagement
  • Play-to-engage

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

Cite this

Minoi, J. L., Phoa, J., Mohamad, F., Arnab, S., Morini, L., Lim, T., ... Clarke, S. (2018). Case study: Game design thinking as a strategy for community engagement in a rural indigenous village. In M. Ciussi (Ed.), Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018 (Vol. 2018-October, pp. 422-432). Dechema e.V..

Case study : Game design thinking as a strategy for community engagement in a rural indigenous village. / Minoi, Jacey Lynn; Phoa, John; Mohamad, Fitri; Arnab, Sylvester; Morini, L.; Lim, T.; Beaufoy, J.; Clarke, S.

Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018. ed. / Melanie Ciussi . Vol. 2018-October Dechema e.V., 2018. p. 422-432.

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

Minoi, JL, Phoa, J, Mohamad, F, Arnab, S, Morini, L, Lim, T, Beaufoy, J & Clarke, S 2018, Case study: Game design thinking as a strategy for community engagement in a rural indigenous village. in M Ciussi (ed.), Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018. vol. 2018-October, Dechema e.V., pp. 422-432, 12th European Conference on Game Based Learning, ECGBL 2018, Sophia Antipolis, France, 4/10/18.
Minoi JL, Phoa J, Mohamad F, Arnab S, Morini L, Lim T et al. Case study: Game design thinking as a strategy for community engagement in a rural indigenous village. In Ciussi M, editor, Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018. Vol. 2018-October. Dechema e.V. 2018. p. 422-432
Minoi, Jacey Lynn ; Phoa, John ; Mohamad, Fitri ; Arnab, Sylvester ; Morini, L. ; Lim, T. ; Beaufoy, J. ; Clarke, S. / Case study : Game design thinking as a strategy for community engagement in a rural indigenous village. Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018. editor / Melanie Ciussi . Vol. 2018-October Dechema e.V., 2018. pp. 422-432
@inproceedings{e2a306977a9848ca9fb8ea75f4bebc7c,
title = "Case study: Game design thinking as a strategy for community engagement in a rural indigenous village",
abstract = "This paper presents the formulated ‘play-to-engage’ model for community engagement that incorporates factors in cultural protocols and the game design thinking approach. The model was experimented in an indigenous rural village in Borneo. Engagement was done with a group of indigenous community leaders, teachers and indigenous students from the village. It is a known fact that all indigenous cultures have overwhelming cultural protocols and rural custom practices for researchers to adhere to and follow. Since game is a universal language, the creation of a trustworthy partnership between the community and researchers was made easier using play during the engagement process. Incorporating a fun gameplay approach could also be a solution to thrive on reflection and creativity of those individuals in capturing the needs of the study. The outcome of the engagement was positive and the communities’ needs, issues, experiences and motivation were collected during the play.",
keywords = "Cultural protocol, Game design thinking for community engagement, Play-to-engage",
author = "Minoi, {Jacey Lynn} and John Phoa and Fitri Mohamad and Sylvester Arnab and L. Morini and T. Lim and J. Beaufoy and S. Clarke",
year = "2018",
month = "1",
day = "1",
language = "English",
volume = "2018-October",
pages = "422--432",
editor = "{ Ciussi }, Melanie",
booktitle = "Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018",
publisher = "Dechema e.V.",

}

TY - GEN

T1 - Case study

T2 - Game design thinking as a strategy for community engagement in a rural indigenous village

AU - Minoi, Jacey Lynn

AU - Phoa, John

AU - Mohamad, Fitri

AU - Arnab, Sylvester

AU - Morini, L.

AU - Lim, T.

AU - Beaufoy, J.

AU - Clarke, S.

PY - 2018/1/1

Y1 - 2018/1/1

N2 - This paper presents the formulated ‘play-to-engage’ model for community engagement that incorporates factors in cultural protocols and the game design thinking approach. The model was experimented in an indigenous rural village in Borneo. Engagement was done with a group of indigenous community leaders, teachers and indigenous students from the village. It is a known fact that all indigenous cultures have overwhelming cultural protocols and rural custom practices for researchers to adhere to and follow. Since game is a universal language, the creation of a trustworthy partnership between the community and researchers was made easier using play during the engagement process. Incorporating a fun gameplay approach could also be a solution to thrive on reflection and creativity of those individuals in capturing the needs of the study. The outcome of the engagement was positive and the communities’ needs, issues, experiences and motivation were collected during the play.

AB - This paper presents the formulated ‘play-to-engage’ model for community engagement that incorporates factors in cultural protocols and the game design thinking approach. The model was experimented in an indigenous rural village in Borneo. Engagement was done with a group of indigenous community leaders, teachers and indigenous students from the village. It is a known fact that all indigenous cultures have overwhelming cultural protocols and rural custom practices for researchers to adhere to and follow. Since game is a universal language, the creation of a trustworthy partnership between the community and researchers was made easier using play during the engagement process. Incorporating a fun gameplay approach could also be a solution to thrive on reflection and creativity of those individuals in capturing the needs of the study. The outcome of the engagement was positive and the communities’ needs, issues, experiences and motivation were collected during the play.

KW - Cultural protocol

KW - Game design thinking for community engagement

KW - Play-to-engage

UR - http://www.scopus.com/inward/record.url?scp=85058974624&partnerID=8YFLogxK

M3 - Conference proceeding

VL - 2018-October

SP - 422

EP - 432

BT - Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018

A2 - Ciussi , Melanie

PB - Dechema e.V.

ER -