Creative Thinking Workshop 2102-ERASMUS-CTWO
This general university course (OGUN) is designed as an experiential, interactive workshop built entirely on an "educational mashup." It breaks away from traditional academic structures to expand students' knowledge far outside their primary fields of study. By blending gamification, role-playing, simulation, narrative exercises, visual arts, and team projects, the course transforms the classroom into a sandbox for creative thinking and active learning.
The workshop uses innovative teaching methods, associative gaming, and imaginative play to help students build critical communication, relational, and conflict-resolution skills. Students will learn to discover innovative solutions, embrace alternative perspectives, and co-create situational scenarios. The structural heartbeat of each session follows a three-part cyclical framework:
• LEARN: Find and explore complex challenges, then share the acquired knowledge with the collective.
• ACT / PLAY: Step into an immersive scenario or game to actively solve the problem.
• PUSH IMAGINATION BUTTONS: Break through cognitive biases and free your latent creativity
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W cyklu 2025Z:
The workshop is thought as an exercise in creative thinking and learning. The workshop includes new way of teaching in form of interactive games and building stories that could be helpful for resolving conflicts, building attitudes of collaboration and communication skills. We will be using visualization techniques, associational games and imaginative play. Students will learn to find a new (innovative) solutions, perspectives and co-creation of different situational scenarios. Communication, relational skills are formed in gaming situation. ACT / PLAY - do something to solve the problem PUSH IMAGINATION BUTTONS - free Your creativity |
Koordynatorzy przedmiotu
Rodzaj przedmiotu
Tryb prowadzenia
Założenia (opisowo)
Efekty kształcenia
Knowledge (Wiedza)
• K_W01: Knows and understands the fundamental mechanisms of gamification, storytelling, and narrative design as tools for social communication and conflict resolution.
• K_W02: Explains how creative imagination techniques, visualization, and associative thinking can be applied to complex problem-solving outside their direct field of study.
Skills (Umiejętności)
• K_U01: Is able to creatively analyze real-world conflicts and construct alternative, collaborative situational scenarios to resolve them.
• K_U02: Is able to design, play-test, and execute interactive narrative exercises or collaborative group games aimed at building interpersonal relationships.
• K_U03: Demonstrates the ability to use visual arts, metaphors, and associative play to express abstract ideas and pitch innovative solutions to a group.
Social Competences (Kompetencje społeczne)
• K_K01: Is prepared to engage in deep empathetic communication, practice active listening, and consistently build an atmosphere of kindness and radical collaboration within diverse teams.
• K_K02: Is ready to critically evaluate their own personal biases, adapt flexibly to changing situational dynamics, and confidently chart their own creative path.
Kryteria oceniania
Grading Components (Sposób zaliczenia)
Because of the deeply experimental nature of this course, traditional examinations are replaced by continuous, formative, and portfolio-based evaluation:
1. Vibrant Lab Presence & Active Play (30%): Evaluated weekly based on your willingness to jump into games, step out of your comfort zone, show raw vulnerability, and maintain a culture of deep kindness. (Measures: K_K01, K_K02)
2. The "Lit Deep Search" Challenge Log (20%): A creative, digital journal documenting your independent internet excavations of unusual systemic problems, complete with your personal analysis of how gamification could tackle them. (Measures: K_W02, K_U01)
3. Personal Creative Portfolio (20%): A collection of artifact creations generated across the semester (drawings, visualization blueprints, character sheets, personal manifestos) reflecting your self-understanding journey. (Measures: K_W01, K_U03)
4. Final Team Project: Educational Mashup Experiment (30%): The design and in-class execution of a 20-minute interactive game or narrative simulation. Split into:
o The Interactive Execution (70% of project grade): How well your team engages the class, pushes imagination buttons, and handles group dynamics.
o The Empathy & Design Reflection Paper (30% of project grade): A brief collaborative write-up detailing the mechanics, theoretical goals, and teamwork triumphs/struggles. (Measures: K_U02, K_K01)
Praktyki zawodowe
none/brak
Literatura
materials needed to complete the tasks
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W cyklu 2025Z:
The necessary materials for gaming and created situation and problems – mostly WWW |
W cyklu 2026Z:
materials needed to complete the tasks |
Uwagi
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W cyklu 2025Z:
none |
W cyklu 2026Z:
Artificial intelligence is used to perform specific elements of a task, and students discuss the content generated by the AI. This level requires critical engagement with and evaluation of AI-generated content. Using AI is allowed to perform specific tasks, but any content generated must be cited. |