The KMb Game - Carleton University

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The KMb Game: Using Games to Mobilize
Knowledge
Presented at the KM Forum May 10, 2014.
Alex Maisonneuve
Anthony Maki
Geri Briggs
Community First: Impacts of Community Engagement
Agenda
• Introduction and Context
• The KMb Game
• Conclusion
KMb has Roots and Branches
Branches
Implementation Science
Knowledge Transfer,
Translation, Exchange, CoCreation
Innovation diffusion
Integrated Knowledge Translation & Exchange
Knowledge Mobilization
Information science
Extension
Technology transfer/commercialization
Roots
Education
Participatory Action Research
Psychology
Communications
Sociology
Knowledge Theory
Usability
The Context
Carleton University: Health, Science, Technology and Policy 5300- Knowledge
Mobilization
The Assignment: Learn about a specific technique, demonstrate it to an
audience and reflect on your learning
• Demonstration: Select a specific KMb technique, learn about why and
how to use it, and demonstrate the technique in a way that:
–
Provides an engaging explanation of the KMb technique with sufficient (but not too much)
information (what it is, how it works, things to take into consideration, further resources) to enable a
potential user to:
•
•
•
–
Decide to consider using the technique for their KMb needs
Be able to move forward in deciding, planning, and utilizing the tool.
Provides the audience with the what (description)? So what (meaning)? Now what (next steps)?
Evaluation: Degree of clarity, simplicity, engaging interest, creativity/risk-taking
• Reflection :
– What went well, what to do differently? What learned about the chosen technique?
What learned from other demonstrations?
–
Evaluation: Extent to which observation, deep reflection, and learning are demonstrated.
Ways and Places to Mobilize Knowledge and Engage
•
Face to Face
•
Virtual- Web Based/Social Media
•
Print
•
Television/Radio
•
Graphic/Visual/Performance Arts
•
Gamification
•
Other Considerations
Face to face (Presentation, poster, storytelling, networking,
engagement processes, postcards, brochures…)
• User engagement/relationship
building/consultations
– Multiple methods/techniques
• Conferences/Symposia
–
–
–
–
–
–
–
–
Learneds (Congress)
C2U Expo
Field of Study Conferences
Issue based
Summits (Manning, Broadbent)
Open Space
Images
Search
• Networks
– E.g. KM Forum, \UK KM Forum. C2U
Expo
• Associations
• Communities of practice
• One on one
Web based/Social Media
• Web Based
• Social Media
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Websites
Blogs
Webinars
TED Talks
Communities of Practice
Networks
Associations
Word of Mouth
Vines
News sites (Globe, Citizen, New
York Times, Guardian, CTV,
CBC…..)
• Aggregator sites (Reddit……….
Facebook
Twitter
Linked In
Youtube
Vines
Slideshare
Viral (word of mouse)
Other social media
platforms
Conventional Media
• Print
•
•
•
•
•
•
•
Journals
Magazines
Newspapers
Newsletters
Posters
Books
Policy Briefs
• Broadcast (TV/Radio)
• News
• News magazines
• Integrated into
popular shows
Graphics/Visual/Performance
Arts/Games
•
•
•
•
•
Graphics/Visual/Performance Arts
Info graphics
Graphic Novels
Concept Clouds
Images, paintings,
photography
• Theatre
• Dance
• Gamification
• Online games
• F2F games
• Video games
Other Considerations
•
•
•
•
•
•
•
•
•
Plain language
Digital Divide
Accessibility- Adaptive Technologies
Cultural competence
Guerilla marketing
Trust
Power dynamics
Build and maintain relationships
Reputation (building and maintaining)
Now on to the Game
• Taking the best management advice I ever
heard ( hire good people, be clear on what is
to be achieved, then get out of the way) let
me introduce Alex Maisonneuve and Anthony
Maki, creators of the KMb Game.
Gamification
• Gamification is defined as the use of game
mechanics, style or design techniques into
anything
• Gamification works because it is engaging,
players are motivated to “win” the game, seek to
satisfy their curiosity, and because it is fun!
• Gamification can be applied to any subject,
discipline or topic, therefore making it a very
versatile knowledge mobilization technique
Resources, time, & skill
• Resources, skill, and time to build a game vary from project
to project. Something that needs to be kept in mind is
presentation time. For example, the game cannot take 1
hour to play, when there is only 30 minutes to present the
game
• The game should not be overly complex for participants
• Cost to build the game can vary. Before spending lots of
money, create a cheap prototype to test the game and fine
tune the structure, game mechanics and design
The KMb Game!
• The goal was to teach newcomers to knowledge mobilization
about knowledge mobilization.
•
In order to make our game engaging,
the object was to have each player
physically dismantle their own “ivory
tower”, and use these pieces to build a
bridge from their knowledge inside the
tower to the center of the board labelled "action".
• The idea is to build bridges from knowledge to action.
The KMb Game! Cont’d
• In order to do so, players move around the board rolling dice answering
general questions about knowledge mobilization and hypothetical
scenarios in which require players to apply knowledge mobilization
techniques and/or experiences to situations in different disciplines,
organizations, or government agencies.
• This combination of the theoretical questions and scenario acting would
draw out each player's individualized view of knowledge mobilization, and
can learn from not only from the game but also from the other players.
• However, it was important to have competitive aspects of gaming.
Therefore, the first player that dismantled their ivory tower and built their
bridge from knowledge to action would win the game. There was also a
chance deck in which players could draw cards to impede the bridge
development of other players.
Feedback thus far
• Overall, players who have tried the game thus far have been pleased with
its ability to convey the core concepts of knowledge mobilization and how
it can be catered to specific fields of academia (Biology, Chemistry, Arts
etc. depending on the type of questions being asked in the game).
• Building bridges from knowledge to action exemplifies knowledge
mobilization. Although it is important to incorporate an element of
competitiveness in a game in order for it to be more engaging, it is also
important to keep with the spirit of knowledge mobilization – that is to
say, help instead of hinder each other.
• Instead of action cards which call for hindering other players’ bridges,
ideas on how to work together were put forth. Future game prototypes
would possibly include working toward a common goal such as
dismantling one large “Ivory Tower” or building one large bridge from
knowledge to action.
The Take away
• Gamification is an engaging technique that
can be applied to many different subjects or
disciplines
• Create an inexpensive prototype of the game
to test it with the target audience
• Make the game fun to play.
The KMb Game!
Knowledge Mobilization – HC3004
Knowledge Mobilization Techniques
Our Partners
This research was supported by the Social Sciences and Humanities Research Council of Canada.
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