Open Mind game

Figure 1. Screenshot Open Mind game
Open Mind is a digital game that can be played on any (Android) smartphone or tablet. It offers a structured and engaging environment that challenges players’ assumptions and encourages them to reflect on their own experiences, question their assumptions, and explore diverse perspectives in a safe and interactive way.
One can choose to have students play the game in class in class mode (On campus version) and include a plenary introduction and a post-play reflection, or one can have students play the game individually at home or at another location (Online version).
Background
Open Mind was developed as part of the Comenius project ‘Fostering an Open Mind and Open Attitude in Higher Education’ that strives to stimulate perspective-taking and dialogue in academic education with creative learning activities.
As part of the Open Minds project, the following learning activities have been developed:
- Open Minds: a digital game focused on perspective-taking
- Playing perspectives: a game design toolkit to stimulate exploration of perspectives
- The Square (Het Vlak): a creative dialogue methodology to experience and practice dialogue skills and discuss sensitive and complex topics.
On-campus
Playing Open Mind takes about 20-30 minutes. When played on campus, the activity includes a plenary introduction and a post-play reflection and takes approximately 45 minutes in total. It could be used as a first introduction to perspective-taking and uncovering prejudices, priming students to be more open to participate in follow-up activities like perspective-taking exercises and dialogues.
Manual
Supplies needed
- Smartphone or tablet (for each student)
- Headphones (optional)
- Wi-Fi network (Utrecht University or Eduroam.)
- The Open Mind app download link (see Teacher manual Open Mind digital game)
Please note:
The Open Mind game is currently only available to Android devices. An iOS version is being developed and will become available here as soon as possible.
The class mode can only be used when all participants’ devices are connected to the same network (e.g., Eduroam).
Classroom set-up
Step 1 (Preparation)
Teacher and students all need to connect their devices to the same available Wi-Fi network. When using the app at the university, we recommend all participants to connect to Utrecht University or Eduroam.
Connect to Wi-Fi, download and/or open the Open Mind app. Also share the link to download the app with all students.
Please note: At the moment the app is only available for Android devices.
Step 2 (Preparation)
Select ‘Class mode’ and ‘Host Game’. Select the maximum number of players allowed to enter the game. Select ‘Create Game’ and generate a class code by choosing one of three stories: The Mysterious Contact, The Psychic Sidekick, or The Lost Paper.
Step 3 (During class)
Start with a short introduction: explain why students play the game in the context of the course.
Instruct students to connect to the Wi-Fi network and to download and open the Open Mind app. Instruct students to select ‘Join game’ and use the class code to start the game. If desired, they can adjust the accessibility and audio settings before starting the game.
Explain that students have access to an in-game notebook to write down their thoughts and that, at a certain point, they get access to the notebook of another student to compare notes.
Step 4 (During class)
Students run through the game (step 4-7) independently and individually, and they should not require any guidance here. The game starts with the prologue, in which the theme of perspective-taking is introduced. If needed: answer students’ questions.
Step 5 (During class)
After completing the prologue, the student the game cycle starts, and the student is shown an introduction to the story and the purpose of the game.
Step 6 (During class)
The students play the game. While playing the game, each student takes notes in an in-game personal notebook. After 4 game cycles, the students’ notebooks are randomly exchanged between players. This creates the opportunity for each player to review another player’s notes, compare those notes to their own, and use the new information to substantiate their choice of who the culprit is.
All players will receive a random notebook from one of the other players. Only the first player to reach the ‘notebook exchange’ must wait for another player to reach that point in the game, otherwise there is no notebook available for an exchange.
Step 7 (Reflection)
After the last game cycle, the player confronts their chosen culprit during the epilogue and reflects on their (in)correct choices and potential prejudices.
Step 8 (Evaluation)
After all students have finished, as a teacher facilitate a plenary reflection or follow-up reflective assignment on prejudice, bias, perspectives, and empathy. See teacher manual for suggestions.
Online
Playing Open Mind takes about 20-30 minutes and can be played by students at home independently and individually, without any teacher guidance or online plenary activity. It could be used as a first introduction to perspective-taking and uncovering prejudices, priming students to be more open to participate in follow-up activities like perspective-taking exercises and dialogues.
Manual
Supplies needed
- Smartphone or tablet (for each student)
- Headphones (optional)
- The Open Mind app download link (see Teacher manual Open Mind digital game)
Please note:
The Open Mind game is currently only available to Android devices. An iOS version is being developed and will become available here as soon as possible.
Classroom set-up
No online classroom required, there is no plenary activity or teacher guidance in this version. The teacher can give a short introduction in person or post an introduction in the syllabus to explain why students play the game in the context of the course.
Step 1 (Preparation)
Students need to download and open the Open Mind app.
Please note: At the moment the app is only available for Android devices.
If desired, they can adjust the accessibility and audio settings before starting the game.
Step 2 (During activity)
Students need to select ‘New game’. When playing the game for the first time, players automatically play the prologue. When playing a second time, they can choose to ‘View Prologue’ by selecting ‘Yes’ or ‘No’.
Step 3 (During activity)
After watching the prologue, students choose one of three stories: The Mysterious Contact, The Psychic Sidekick, or The Lost Paper. Next, the game cycle starts, and studens are shown an introduction to the story and the purpose of the game.
When playing the game for the first time, students can only select The Mysterious Contact. After completing this story, students can play The Psychic Sidekick, and after completing that story, they can play The Lost Paper.
Step 4 (During activity)
Students play the game. While playing the game, students are prompted to take notes in an in-game personal notebook.
Step 5 (Reflection)
After the last game cycle, students confront their chosen culprit during the epilogue and reflect on their (in)correct choices and potential prejudices.
Step 6 (Evaluation)
We recommend always to organize a follow-up activity (15-20 min conversation) or assignment to facilitate post-play reflection on the students’ experiences and opinions and themes like prejudice, bias, perspectives, and empathy. See teacher manual for suggestions.