Return to th e Forest Th e Col l aborati v e & Creati v e Process of Wal k i ng Togeth er - Carl a, Eri n, K ath eri ne, Robert INSPIRATION & ACKNOW LEDGMENTS
We are grateful to T'uy'tanat -
Cease Wyss for her guidance and allowing us to bring to light the importance of intergenerational teachings. And to her daughter Senaqwila Wyss whose local plant knowledge was also used in the creation of the plant cards Thank you to my friend and colleague Joyce Perrault who gave us permission to use the content in her book "All Creation Represented - A Child's Guide To The Medicine Wheel" . VALUES CONNECTIONS FIRST PEOPLES PRINCIPLES OF LEARNING - Learning is holistic, reflexive, reflective, experiential, and relational (focused on connectedness, on reciprocal relationships, and a sense of place). - Learning involves generational roles and responsibilities. - Learning recognizes the role of indigenous knowledge. - Learning is embedded in memory, history, and story. - Learning involves patience and time. - Learning requires exploration of one?s identity. PROCESS OF GAME CREATION V 1.0 V 1.8 V 2.0 We began by brainstorming We then began to storyboard We took a collaborative some of the major elements what our playable element approach to production and of the game such as the main would be. We utilized a divided up the work according character, the game objective, storyboard approach with to our skills and passions. We the procedures, challenges, sticky notes that allowed us to iteratively designed our game invitation to play, and the plan for the narrative and assets by providing one name of our game. This was structure and move things another with critical feedback very exciting as we were around. We began to test until we were satisfied with a building upon one another ?s tools and decide on the assets finished product ideas and imagining the we would create as a group. possibilities of what the full game could be. AND NOW THE GAME ....
RETURN TO THE FOREST
CHALLENGES OPPORTUNITIES - We focused on the narrative, the unfolding of - Group members embraced the opportunity for the story in order for the player to situate learning and to work on something that was themselves. We then struggled with the next pro-social & culturally relevant. stage of including game elements that would - Delivers a need for this type of gaming for not align with Indigenous ways of knowing and only Indigenous people. non-Indigenous people being. (natural dichotomy of winning and losing) as an opportunity to increase the understanding (dissonance between the medium we are using of Indigenous knowledge systems and as a and the underlying teachings) pathway to increase empathy. - Need time to follow protocol and consult with - Social Justice Learning - climate change, community members ecological protections. - Include Indigenous actors for the voice-overs. - We tried Twine but did not give the rich narrative and immersive experience we were trying to convey. BLUE SKY THINKING - To build this as a true VR or Augmented Reality to increase the potential for learning that is experiential. - Truly be land based, featuring plants found through the unceeded traditional territories. Nt'oyaxsn Ndm al dyuk niidzn Gilks amaniisgn