The 6th Sense: The Game from the Future

by FORTH added on 18 Nov 2020

Brief description:
“The 6th sense” is a fast-paced speculative design workshop about creating a digital game employing futuristic brain-to-brain interaction (BBI) technologies. The workshop starts with a brief introduction to speculative design, to approaches for foreseeing potential futures and to the current status and envisioned capabilities of BBI technologies. During the workshop, participants are guided towards conceptualizing and designing a BBI game from the future through a series of engaging and fun series of design activities. They also are invited to think about the serious ethical issues that emerge from the application of BBI technologies and to suggest appropriate solutions. The main goals of the workshop include nurturing creative, critical and computational thinking, as well as, having fun.
Photos:
Countries:
(where the practice takes place)
Greece
Cities:
(where the practice takes place)
Not taking place at a specific city
Organization name:
(running the practice)
FORTH
Organization type:
Nonprofit
Contact person:
Dimitris Grammenos
Contact email:
(for further information and inquiries)
gramenos@ics.forth.gr
Social media:
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
9 - 109
Indicative number of participants:
Number independent
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
2 hours
Location:
(where the practice takes place)
  • Online
What are the role(s) of the adult(s) running the practice?
  • Presenter
  • Facilitator
  • Mentor / Guide
During the practice, participants…
  • Make
  • Play
Participants work…
  • Alone
  • In groups of...: 3
  • What type of materials do participants use?
    • Pen and paper
    • Computers
    • Mobile phones
    • Tablets
    Pedagogical approach:
    • Project (or task)-based learning
    • Design-based learning
    • Collaborative-learning
    • Creative thinking
    • Critical thinking
    Social justice/equity approaches:
    • Free events/funding for those from low-income groups
    • Activities are designed to empower participants and meet their needs
    Does the practice have (explicit or implicit) learning objectives?
    Explicit: Introduce speculative design, brain-to-brain interaction (BBI) technologies and related ethical issues.
    Is the practice (explicitly or implicitly) connected to school curricula?
    Yes, implicitly
    If connected in any way to school curricula, which subjects are covered?
    • Computer science
    • Design
    • Technology
    Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
    Yes: Get interested in brain-to-brain interaction (BBI) technologies and in design.
    Does the practice aim to have an impact on the attitude of participants with a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Think about and understand the serious ethical issues that emerge from the application of BBI technologies.
    Does the practice aim to have an impact on the behavior of participants related to a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Brain-to-brain interaction (BBI) technologies.
    Does the practice aim to have an impact on the development / reinforcement / practice of skills of participants?
    Yes: Nurture creative, critical and computational thinking and conceptual design skills.
    Additional notes: