A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.
http://www.gwc-conference.com/gwc-2016/speakers/sylvester-arnab/
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Play Learn in Everyday Spaces - Beaconing
1. Sylvester Arnab, PhD
Reader in Game Science
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity, UK
@sarnab75 #gamification #BeaconingEU
Play Learn in
Everyday Spaces
20. Pedagogically driven design of the gamified experience
Conclusions
Appetite for Pervasive and Hybrid learning experience
Technologically challenging – blending context, assessment…
Holistic and
Inclusive
Participatory >5000 students
in >6 countries
21. Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
Reader in Game Science
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.com/
Editor's Notes
Both
Play has been remixed into a more structured way – digital games, serious games and gamification…
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?