My girls and I attended the opening of the Goethe Institut’s newly refurbished Library – Gamebox – Hub last Saturday (29 July). The space is as beautiful as it ever was with books, magazines, films, music and children’s literature in different languages. But as the name implies, the existing library has two new additions.
The first is a “Gamebox” This room allows visitors to try out the latest from the world of video games. Currently seven computer games that won a gaming prize in Germany, as well as a variety of gaming consoles, an ultra-high definition screen and Virtual Reality equipment are available. I tried the VR set and chose a shark attack experience that put me inside a shark cage with beautiful sea creatures swimming around and also a rather scary bar biting bit
The second major addition is the ‘hot desk’ hub. Situated above the issue desk and offices, on a gallery, this area has eight fully equipped workplaces for creative entrepreneurs, who are working on tech-driven creative start-ups, to work in. Until 31 August, interested individuals and collectives can apply to move into the hub for a defined period of six months. Applications for the hub can be handed in on Deadline is 31 August 2017.
My girls and I enjoyed the opening. This refurbishment is impressive. The library has been augmented. None of the reading and information resources have been replaced. But a clever re-arrangement of structures and better use of space has introduced the new opportunities that patrons can take advantage of when visiting the Goethe library. We are looking forward to popping in again.
Disclosure: I work in conjunction with the Goethe-Institut as a consultant.
“Bingo 2.0” is a great icebreaker activity
You’ve probably heard about the game Bingo. It’s a popular game of chance. The format is simple. A host hands out a set of printed cards, each with a square grid. Every card has random numbers printed in each square of the grid. The host then draws a number from a hat, announces it to all playing participants and if players have a corresponding number on their own grid, they mark off that matching square. This process is repeated until one lucky participant has completed a row (vertical, horizontal or diagonal) of squares on their card. With their clutch of lined random numbers, they then shout BINGO.
I’ve taken the Bingo format, and updated it for the web. I’ve removed “chance” from the game and replaced it with a grid of skills. Each participant receives the same bingo card that contains a grid of instructions or tasks. Participants read the various tasks on their cards and select certain which ones to complete. As in Bingo 1.0, the aim is for participants to fill up a line of marked tasks on their own grid. Once the skilled and quick participant has filled their row of squares on their bingo cards, they then shout BINGO.
Here are a selection of Bingo 2.0 cards that I have created.
- Digital Footprint Bingo – intended to encourage participants to explore each other’s online presence. Good for digital literacies.
- LMS Bingo – intended for students to show each other what they can do on the LMS. A more active way to orientate students to the LMS
- Mobile Bingo – intended for participants who own smartphones, but are not aware of all its functionalities. Good for mobile or BYOD focused events.
These “Bingo 2.0” style activities make good workshop ice-breakers. They encourage participants to get out their huddles or comfortable zones, mingle and explore a topic that will be covered and offer the workshop facilitator informal feedback about the skills levels of participants.
You are most welcome to use them, improve and adapt them. I’d be interested to hear about how well they worked.