1000 Blank White Cards – Ideation Session

1000 Blank White Cards Miro

Games are a ‘safe space to fail’. We often hear this in Games-based Learning circles. On 19th April, I definitely found myself hoping this was true.

This session was designed to explore the potential of 1000 Blank White Cards as a game for ideation. There are two particular things about the game which made me think it could be used in learning settings. First, it encourages spontaneity and divergent (even silly) thinking. Second, each game will produce a ‘stockpile’ of cards to pass into future games – and this got me thinking about the potential of using this game to produce an organisation knowledgebase of sorts.

When you watch this video, you will see that these ideas are not yet fully formed, and you will further see that there are definite challenges with using Miro, and that your hapless facilitator manages to muck up the screen-sharing so that you miss all of the action anyway. Never mind – I have shared a link to the Miro board below (as well as screen shots), and you can listen along to the conversations. And if that contigency doesn’t do enough to alleviate my embarrasment, I can always console myself that it doesn’t matter in the grand scheme of things because the eventual heat-death of the universe is only a few billion years off.

If you want to run a play session of your own – a demo, playtest, prototyping or ideation session, or just playing for fun – please get in touch at info@ludogogy.co.uk

Games design is all about experimentation, and part of that is not only becoming comfortable with setbacks and failure. Please browse the Miro board as you watch/listen to this recording, and if this idea suggests new ideas to you – get in touch. Maybe we can work on them together – or just work on it on your own – I’d love to see a ‘learning’ version of 1000 BWC, wherever it comes from

Close up of 1000 BWC
1000 Blank White Cards in Miro
Editor at Ludogogy
Sarah Le-Fevre is a games-based learning professional who specialises in organisational learning around systemic ‘wicked problems’, and helping businesses spot and exploit opportunities for ethical ‘for good’ innovation. She works with tools such as Lego® Serious Play® and the Octalysis gamification framework to create compelling immersive learning experiences. She is currently writing a book outlining a systems practice approach to delivering impactful learning within organisations.

A real board games nerd, she is considering having her floors reinforced to support the ever increasing weight of the boxes. When she is not designing or facilitating learning games she is the editor of Ludogogy Magazine. Sarah lives in Oxfordshire with her husband, younger daughter, and a beautiful (but very loud) Bengal cat.

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