Innovative Learning Places & Spaces

These are universities and institutions or any location therein designed physically to foster and stimulate learning/teaching innovation.  Though technology – even a particular type of technology may play significant factor in such a space, often the layout and physical layout and design of the environment is key to the stimulating environment.

Brantford Games Network Lab (BGNLAB)
Changing the World through Games and Play in Brantford, Ontario, Canada

The BGNlab (pronouned “Begin Lab”) is the game lab run by Scott Nicholson out of the Faculty of Human and Social Sciences at Wilfrid Laurier University – Brantford in Ontario, Canada.

The goal of the Brantford Games Network lab is to create transformative games and play that can change the world.   Transformative games are forms of play with goals and structure designed to change players. The term was coined by Jesse Schell, but these games are also refered to as serious games or games for change.  Tranformative play recognizes that the structure and goals of games are not always needed, as in a museum. Some times, the play activity itself is rich enough to be transformative.

There is a focus in informal learning environments, which refers to spaces outside the classroom where learning takes place, such as libraries, museums, zoos, community centers, and in the home.

The Brantford Games Network lab is directed by Scott Nicholson, who moved to WLU from Syracuse University in 2014. The BGNlab comes out of his Because Play Matters lab at the iSchool at Syracuse Univeristy, which in turn evolved from the Library Game Lab of Syracuse. (from the BGNLAB blog description)


Disruptive Media Learning Lab – Coventry University

The Disruptive Media Learning Lab (DMLL) is a semi-autonomous cross-University experimental unit whose remit is specifically to drive innovation of teaching, learning and practice forward.

The Lab focuses on innovations in new teaching and learning methodologies and technologies.  The DMLL will drive forward innovation, lead and support initiatives within the overall remit of ‘disruptive media learning’. Our projects are a combination of innovative push from the DMLL team and pull by demand from learners.  The success of the projects can be monitored by innovation, uptake and reach.

Some examples are Flipped Classrooms, Open Courses, new models of online-learning, games science and Gamification. We work across all the Faculties and departments in the University to challenge and enhance traditional approaches to teaching and learning.


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