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 language | English |
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Title of host publication | Proceedings of the 12th European Conference on Game-Based Learning, ECGBL 2018 |
Editors | Melanie Ciussi |
Publisher | Dechema e.V. |
Pages | 422-432 |
Number of pages | 11 |
Volume | 2018-October |
ISBN (Electronic) | 9781911218999 |
Publication status | Published - 1 Jan 2018 |
Event | 12th European Conference on Game Based Learning, ECGBL 2018 - Skema Business School, Sophia Antipolis, France Duration: 4 Oct 2018 → 5 Oct 2018 Conference number: 12 https://www.academic-conferences.org/conferences/ecgbl/ecgbl-keynote-speaker-outlines/ https://www.academic-conferences.org/conferences/ecgbl/ |
Publication series
Name | |
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ISSN (Print) | 2049-0992 |
Conference
Conference | 12th European Conference on Game Based Learning, ECGBL 2018 |
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Abbreviated title | ECGBL |
Country/Territory | France |
City | Sophia Antipolis |
Period | 4/10/18 → 5/10/18 |
Internet address |
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
Fingerprint
Dive into the research topics of 'Case study: Game design thinking as a strategy for community engagement in a rural indigenous village'. Together they form a unique fingerprint.Prizes
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Gamification Award for Education and Learning 2019
Arnab, S. (Recipient), Clarke, S. (Recipient), Masters, A. (Recipient), Beaufoy, J. (Recipient) & Morini, L. (Recipient), 28 Jan 2020
Prize: Prize (including medals and awards)
Profiles
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Sylvester Arnab
- Research Centre in Postdigital Cultures - Professor in Games Science - Applied Games
Person: Teaching and Research
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Samantha Clarke
- Research Centre for Arts, Memory and Communities - Assistant Professor of Design Futures
Person: Teaching and Research
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