Step change:
the game of organisational
digital capabilities
Non Scantlebury: academic engagement manager, University of Hertfordshire
Clare Killen: content curation manager, Jisc
Purpose of game
 Generate and capture rich discussions and
tactics
 Facilitate problem solving
 Benefit from experience, creative thinking and
collective wisdom in the room
… share ideas and best practice
Rules
 Work in teams (6-8 people ideal)
 First person throws the dice and moves the playing piece around the board –
following game prompts as they go
 When a team member lands on a ā€˜strategic steps’ space, take a card and discuss the
recommended action with your group, focusing on how it might influence your
progress – case study snippets provided to aid discussion (NB: If you have already taken
this action step or consider that it is not relevant be prepared to share this with the community)
 After discussing each action, pass the dice to the next player in the team who throws
the dice again and moves forward following game prompts
 WILD CARDS! A small sample of wild cards are provided but we encourage you to
write your own
 Winning the game. The winners are not the teams who appear to have travelled the
furthest but those who have generated the most in number and the most
creative wild cards
Step change: the game of
organisational digital
capabilities
 Adapted from The Game of
Open Access created by Katie
McGuinn and Mike Spikin (2017)
from the University of
Huddersfield and shared under
CC BY-NC 3.0
 Aligned to Jisc’s model of steps
towards organisational digital
capability (handouts on table) and
effective practice drawn from
case studies
 Resources and outputs will be
available from the event page
next week

Step change game of organisational digital capabilities

  • 1.
    Step change: the gameof organisational digital capabilities Non Scantlebury: academic engagement manager, University of Hertfordshire Clare Killen: content curation manager, Jisc
  • 2.
    Purpose of game Generate and capture rich discussions and tactics  Facilitate problem solving  Benefit from experience, creative thinking and collective wisdom in the room … share ideas and best practice
  • 3.
    Rules  Work inteams (6-8 people ideal)  First person throws the dice and moves the playing piece around the board – following game prompts as they go  When a team member lands on a ā€˜strategic steps’ space, take a card and discuss the recommended action with your group, focusing on how it might influence your progress – case study snippets provided to aid discussion (NB: If you have already taken this action step or consider that it is not relevant be prepared to share this with the community)  After discussing each action, pass the dice to the next player in the team who throws the dice again and moves forward following game prompts  WILD CARDS! A small sample of wild cards are provided but we encourage you to write your own  Winning the game. The winners are not the teams who appear to have travelled the furthest but those who have generated the most in number and the most creative wild cards
  • 4.
    Step change: thegame of organisational digital capabilities  Adapted from The Game of Open Access created by Katie McGuinn and Mike Spikin (2017) from the University of Huddersfield and shared under CC BY-NC 3.0  Aligned to Jisc’s model of steps towards organisational digital capability (handouts on table) and effective practice drawn from case studies  Resources and outputs will be available from the event page next week

Editor's Notes

  • #3Ā Prompt people to look at 4 steps model Advise that there is a facilitator on each table who will record wild card actions on padlet or collect from post-it notes to share later