Creating and delivering playful and impactful learning
Sarah Le-Fevre worked in organizational learning for over 30 years and has spent about half of that time focusing on using games and play for learning in all sorts of areas. She is most interested in creating learning interventions around wicked systemic problems such as climate change, ecosystem degradation, racism, inequality etc. and in exploring how organizational systems can be made to work better for innovation, positive culture and even happiness.
Sarah is also the editor of Ludogogy magazine, an online resource on games-based learning, gamification and gameful design, and I am currently writing a book about a new systems-thinking based approach to gameful organizational learning, called the Organizational Learning Change Model.
Keepsake Games for Wellness
When you play a Keepsake Game you leave, not only with the memory of great play experience, but with a concrete artifact you have made using your own skill and creativity. An example of such a game is A Mending.
Many people's working lives are almost entirely facilitated through technology and so many of us only ever 'make' things which only really exist as 0's and 1's. The wellbeing benefits of 'making' by hand are being increasingly recognized (e.g. https://www.theguardian.com/lifeandstyle/2010/may/08/working-hands-happiness-burkeman).
The Keepsake Game concept combines two highly beneficial ideas - the autonomous decision making and learning potential of a game and the opportunity to (re)discover the joy to making, with all the wellbeing benefits that will bring.
This session gives attendees the opportunity to play a short simple keepsake game, and offers guidance on designing a keepsake game for one's own learners.