Building safe places to fail that encourage creativity, innovation & learning
James Dyson spent 15 years creating 5,126 prototypes that failed before he made the first Dual Cyclone vacuum cleaner that worked. The result was a multi-billion dollar company known for its creativity and forward thinking designs. Dyson says "Failure is interesting - it's part of making progress. You never learn from success, but you do learn from failure."
In this workshop you'll look at how games and play provide safe places to fail. In games the failure actually motivates and enables you to learn and create more. This training focuses on applying practical techniques and theory to the real world environment.
Awesome. Informative. Challenging. Inspirational! Playful. Engaging. Creative. Insightful. Fun. Useful. Exciting. Play. Inspired. Interesting. Different. Awesome.
Delivered by: Pete Jenkins
Pete is founder of GAMIFICATION+ LTD which provides strategic consultancy, advice and training on gamification. Pete is also Chair of GamFed (International Gamification Confederation) which supports best practices in gamification and he is the University of Brighton's Entrepreneur in Residence where he lectures on Gamification and Entrepreneurship.
You'll learn how to create your own game(s) for the particular creativity or learning need. You'll play a series of games that show you how this works.
Attendees will be able to:
- Understand how to build a game world
- Understand how to facilitate entry into a game world & start taking risks
- Plan how to run different games in series. The outcome of one game sets the initial conditions for the next
- Work with a template for adding safe places to learn through failure to real business roles
- Take away a practical framework for creating safe places to fail
When asked "Will you find what you have learnt in this session useful for your professional development?"