How to Use Elements of Game Design for your Workshop Design

I had the pleasure to be interviewed by Myriam Hadnes for her podcast Workshops Work. From the initial question “What can video game design teach us about workshop design?” we ventured into education, codesign, Agile, facilitation and even existentialism. That was so much fun to do!
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3 things I learned on Agile with primary school teachers

The Agile philosophy is not only applicable to IT projects. It makes sense in any collaboration context, because it is just a better way of working. My recent experience of Agile with primary school teachers has shown me that the approach truly can be used everywhere and that it will quickly be of benefit to the team that uses it.
Why is Scrum so much fun? Part 1: The Goal

In the past few years I had the opportunity to explore various uses and dimensions of Scrum. On projects working with Scrum and the Agile philosophy, I always felt more energized, accomplished and enthusiastic. The atmosphere in my team was better, we were more productive, engaged, and overall we experienced much less stress. To put it simply: Working on projects with Scrum was fun. I started to ask myself why it was so much better to run a project with Scrum than without.
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The Five Dysfunctions of a Team

Fabien Bataille is the owner of the blog Agile, Lean et Companie (in French), which contains many insightful articles and book reviews. I invited him to be the first guest on this blog, with a translation of our favorite articles from his site. Today, a review of a classic management book.
-Coline Pannier
Among a bunch of books that a former colleague of mine left behind, I was especially interested in this one about team spirit.
After a first experience as a manager that didn’t go so well, where I had the feeling to always improvise instead of really managing, I’ve been looking for the best way to manage people (if this really exists).
Non-evil Gamification

When we hear of gamification, it is often in reference to the tip of the iceberg: achievements, levels, points, and other forms and representations of scoring systems. This leads to a common misconception that one could simply add a few levels and points to turn a boring task into something fun. However, even if these kinds of game mechanics are able to prompt behaviours to some extent, it is a double-edged sword.
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