Professional practice · selected case studies

Purpose
Made Tangible

A portfolio of educational games, Christian games, research, publications, curriculum, Games Discipleship programmes and design projects developed to make learning more purposeful and interactive.

Beyond the product

The thinking behind the work.

Each case study examines the need, objective, concept, process, delivery and evidence behind a project. The portfolio documents professional design practice; product availability, play and purchase remain within the connected Games architecture.

GamesWhat it is, who it serves, how to play or buy.PortfolioWhy it exists, how it was designed, and what it demonstrates.

Case-study library

Challenges transformed into purposeful experiences.

Showing 1 case study · Educational Game

Pacesetters Game product box
Case 04
Educational Game

Pacesetters Game

Translate a broad body of state history and culture into an accessible physical product that rewards both play and knowledge.

A two-mode historical card game and quiz that turns Oyo State’s people, places and heritage into participatory learning.

A connected professional progression

Research informs design. Design becomes experience.

  1. 01Research
  2. 02Learning Need
  3. 03Concept
  4. 04Game or Programme Design
  5. 05Testing when verified
  6. 06Delivery
  7. 07Evidence and Reflection
View Unpublished Games: UK Market Concepts in Development

Build purposeful learning

Discuss a project with a clear learning objective.