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.