Author Archive for: Cath
More architect than storyteller.
Entries by Cath
Toiling away on a project like Sembl can be lonely, so I was chuffed this week to make an acquaintance with Metamaps – or more particularly, Ishan Shapiro, one of its founders – and to discover some shared heritage. Sembl is a descendant of the Glass Bead Game, and its purpose – or one of them – is to […]
Crafting an entry for the Peace App competition, I came to see the extent to which peace depends on stereophonic thinking – or dialogue in the radical sense deployed by Paulo Freire, David Bohm and so on. It didn’t surprise me – Charles (Sembl’s progenitor) is a kind of peace activist, intervening as he does in the realm of religious violence and global conflict. […]
Highlights from The Museum Game during last Friday’s Night at the Museum, showing the teams, some crafty connections they made and, of course, who won.
The Sembl logo has been evolving for quite some time now but I feel it has finally settled. What do you reckon?
This post falls into the category of should-have-blogged-earlier. I designed a board for 12 players. It’s not one for the faint-hearted. This game has four rounds rather than the usual three, and rating all the sembls would be a four-part marathon – note that in Round 1 you only fill one node, and you never rate […]
A sample of images already in the Sembl system, and some notes on openness, of both cultural heritage material and of Sembl. In selecting seed material for Sembl, I look in collections that are: openly licensed and available to download in high-resolution with a preference for those that also provide: a persistent identifier – to […]
With some excitement, Cath shares the new video we made to introduce The Museum Game. One version for schools, another for adults. And a bloopers reel.
Dialogic thinking doesn’t only mean taking into account two different perspectives; it also means recognising the common ground between entities – what it is that makes them one. This post is a note about game mechanics to cultivate conceptual propinquity. In Sembl games, players form associations between pairs of objects or concepts. Evaluating others’ moves […]
Last year I posted about the gameboard designs we’re using in the Museum form of Sembl. On those boards, each team starts with their own seed node – so on the hex board there are a whopping six nodes not created by players. I wanted less space to be taken up on the board by […]