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Sylvester Arnab, PhD
Reader in Game Science
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity, UK
@sarnab75 #gamification #BeaconingEU
Play Learn in
Everyday Spaces
Disruptions and Opportunities
Do it the traditional way?
http://dmll.org.uk/projects/
Motivation
1
2
3
4
5
6
7
Breaking Educational Barriers with Contextualised,
Pervasive and Gameful Learning
• Start date: 01-01-2016
• Coordinator: Coventry University,
UK
• 15 partners
• 9 countries: UK, SP, DE, RO, FR, PT, IT, PO, FR
• Budget: EUR 5,902,772.13
• Duration: 36 months
• H2020 ICT-20-2015: Technologies for
better human learning and teaching
http://Beaconing.eu
www.beaconing.eu
LEARNING SHOULD BE...
Anytime
anywhere
1
Pervasive
and context-
aware
2
Pedagogically
driven
3
PLAYFUL
4
Accessible
5
Analyzable/
traceable
6
http://chronicle.com/article/The-Looming-Gamification-of/233992
Remixing play - Gamification as Experience Design?
poetpainter.com
(Amy Jo Kim, MFW15)
Merging Physical and Digital
Crossings between
Pervasive Gaming
and Gamification?
Mission
A
Mission
B
Mission
C
Lesson path
Meta-Game Narratives
= level up point e.g. secret door, unlocking level, etc… = activities/quests e.g. location based tasks, mini games,
classroom work, etc…
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
Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
Reader in Game Science
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.com/

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Play Learn in Everyday Spaces - Beaconing

Editor's Notes

  1. Both
  2. Play has been remixed into a more structured way – digital games, serious games and gamification…
  3. 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?
  4. Tailblazer- catch up – on aris as well.