Action Research, Play and Experience Design are closely aligned forms of co-operative/collaborative inquiry involving participatory methods. Each is concerned with investigating and designing experiences, immersive simulations, or even alternate realities. Each contributes valuable methods to the understanding of the appropriate methods for the pursuit of the unknown. This course explores the use of fusion methods across disciplines to create post-critical, speculative knowledge.
...really good teaching is about not seeing the world the way that everyone else does...
"Good teachers perceive the world in alternative terms, and they push their students to test out these new, potentially enriching perspectives. Sometimes they do so in ways that are, to say the least, peculiar."
Mark Edmundson, "Geek Lessons" NYT, 2008
Wednesday, 6 April 2011
EDG Play Methods 2
Elaboration and extension of existing rules (e.g. table tennis, indoor football etc) to create balance, so that the game continues – with equal opportunities; Iteration & repetition/ritual (Alberto Frigo); Dissemination and Narrativity (John Freyer allmylifeforsale.com); exclusion (Emma); chain of information (e.g. facial expressions) as "Chinese Whispers"/"Broken Telephone"; distortion; pass the human expression (Fernanda); renaming the world and rediscovering it through trust/sightlessness - storytelling and interruption by parenthesis (Mariana); setting yourself free (Sarin, free running/parcour - e.g. MY PLAYGROUND by Kaspar Astrup Schröder); Dogtown and Z-Boys (Emma); appropriation; zombies tag humans (Nandi); surmounting obstacles, teamwork, constraints, goals (survival); physical pursuit and release; conversational traps using forbidden words (Ivan)...
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