Using a Game to Teach Open Innovation Concepts and Practices
This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course related to open and distributed innovation models. From this experience, we induce that a game can be useful to teach certain open innovation concepts and practices. We also highlight some possible caveats of using the game and of actual open innovation practices alike, such as a tendency towards too much collaboration at the cost of individual performance and possible long-term collective performance as well.
Proceedings of the 12th International Cinet Conference: Continuous Innovation: Doing More With Less, 2011
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12th International CINet ConferenceContinuous Innovation Network, 2011