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Description
Just a first pass of our initial thoughts, from this we should develop some immediate action items and determine next steps.
Debrief - Our thoughts
- Assumption of level of expertise, basic definitional work (jargon of mesh networking; basic definition;)
- instructor materials:
- strategies for facilitation: ceding power
- definitions, images, guidelines for explanation (look into a pdf/powerpoint but should not be necessary)
- make a case for mesh networking
* anticipate questions that will come up
- deliver rules alongside examples at the same time that people begin 'playing'
- instructor materials:
- What are the goals of this thing?
- co-designing a network mesh was an initial idea (which might be easier to do if organizers provide a clear real-world scenario)
- pedagogical exercise, Latourian (in what sense??)
- What do we want people to get out of it?
- Do we keep it as an embodied activity or something totally different
- Next step might be to scale it to a "board game-like" experience
- Iterate around initial setup
- Consistency with established norms: red/green
- Reduce complexity
Feedback
- When getting the role cards? feedback that would have preferred to work without roles for first shapes before assigned
- start with just the data packets? THEN have them flip over. Related to when rules are delivered
- People left after rule description before moving outside, one person reported being frustrated during the process but continued, one person stopped playing (making shapes) and stood off to the side.
- During debrief people stated that they enjoyed the game, highlighted the tension between the two aspects
- Feedback, further thinking about how the rules (and mechanical actions like shapes) lead to mesh networking concepts and takeaways. We might reduce levels of abstraction and replace node markers with real-world stand-ins.
- depends on goal when teaching?
- Narrative frame at the beginning for context
- Do not represent non-broadcasting nodes in initial setup, just remove them
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