WE-Hope is a collective process and as such is complex and constantly evolving. This article uses the metaphor of play to summarise a present that began in January 2022 within the newly formed Learning Resources (LR) of the project. The first objective of LR: is to create a didactic tool that combines interviews, aesthetic and ethical values, the contemporary artwork Cantastoria, creativity as a knowledge process, sustainability of use, and dissemination. The second objective: is to disseminate the didactic tool in Europe to raise awareness and involve diverse audiences. We started by using a process typical of creative deconstruction: brainstorming with very little time and no prior information. Then clustering. Then linking with products already made inside and outside WE-Hope. Now we are building the framework. By the end of May, we will publish the results. Arrived here, between frames and contents, WE-Hope to be a living being in relation, with fragilities and beauties...stay tuned ☺
The art of play
Learning Resources
It was clear from the beginning that in Learning Resources we were not playing chess. It was more like a big game of chance with lots of: ???? ..... !!!!
The aim is to merge different skills to come up with new creative ideas to make a Learning resource in a very short timeframe with the focus on the contemporary storytelling theme in combo with done and unheard interviews that will trigger widespread awareness and dissemination of WE-Hope issues in Europe. In other words, a marathon between the games Who Am I? and Marco Polo in search of the great unknown.
Who Am I
The first timed section is the Who Am I? game. Turn the hourglass and ask each player questions. You have to guess what is in your head from clues. The skill of the team is to quickly connect the clues and find a consistent answer and take home a point. We have the clues: the synopsis of the interviews and an iconographic trail on traditional cantastoria.
Starting from here, if we were children it would be easy because the child's body does not set a distance or a difference with culture and therefore it would be enough to be a playing body.
If we were in a specific culture, it would be enough to ask the priestess, the shaman, the madman, or the memory man.
Marco Polo
Another great game that Learning Resources offers us is Marco Polo, between the contemporary cantastoria performance that almost none of the Learning Resources people have seen and the interviews with war survivors that only half of the Learning Resources people know.
* [a game for children, in which one of the participants, blindfolded, has to try to grab one of the players and recognize him].
PLAYING ON THE COUNTER-ATTACK
In this paradoxical situation, the possibility for Learning Resources to trigger creativity is to play through counterattack*. Surprise the opponent, catch him unawares, i.e. deceive him. Engannum which becomes gaman, gamen, game, to play without adults finding it childish. The simplest way is to play by guile, to deceive the other by reducing the time for reasoning. It is called
[*making a very fast and sudden counter-attack action conducted while the opponent is leaning in to attack]
BRAINSTORMING
Rule 1. Get out as many words as possible in 20 minutes. Ready to go. The language issue is not secondary. To reduce the reaction time, it is decided that everyone uses their mother tongue. Less mediation time. In the ticking silence of the keyboards, words upon words appear in chat-meet. A lot of them.
CLUSTERING
Rule 2. In 30 minutes, everyone climbs the mountain of words, all the words of the brainstorming, and divides it into groups of meaning and giving them a title.
Rule 3. How can the clustering of the individual participants be combined into macro clusters with a few significant elements? The choice of metrics is the calculation of mutual proximity and repetitiveness between the elements. The result is 8 clusters (cantastoria, hope, emotions, process, opposites, ???, travel, ethics) whose centre is the most repeated word and so on to the periphery composed of words repeated only twice.
Rule 4
We take what has been done before. Before WE-Hope.
Let's take the 8 clusters. Let's try to merge them into a couple of pilot boards.
Rule 5
We now put all the playing cards on the table* The dealer shuffles the cards and deals them.
*[Interviews conducted by WE-Hope historians. The target. The timing. The objectives. The clusters, sample cards, etc. ]
POKER
It's time to play the most popular game in the world. Which takes its name from one of the most difficult points you can make, the combination of four cards of the same value, the highest after the royal flush.
As time passes, I look for the origin of the word. Poker. The name is probably derived from the French word poquer [to deceive] which in turn comes from the German pochen [to bluff].
This article has been written by Laura Morelli from Di +
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