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Sylvester Arnab, PhD
Reader in Game Science
Disruptive Media Learning Lab,
Coventry University
s.arnab@coventry.ac.uk
dmll.org.uk
@sarnab75 #gamification #BeaconingEU
Thepowerofplay
inpervasivelearning
http://dmll.org.uk/projects/
#disrupt_le
arn
Moving away from a
linear-broadcast-space
Photo and story
hybrid-space
collaborative-curated
#disrupt_le
arn
Learning is becoming more pervasive
Understanding motivation
Lefunny.net
“Gamification market to grow
at 48% by 2019 worldwide”
RnR Market Research 2015
(Amy Kim Jo)
John Kane, 2005
Game Design Thinking
Adaptable duration
Gamify.org.uk
Amy Jo Kim, MFW15
#GChangers
http://zulama.com/education-trends/games-blooms-taxonomy/
escapED promo - https://t.co/tUyacmmK4B
: with TaleBlazer (MIT)
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
Breaking Educational Barriers with Contextualised, Pervasive and
Gameful Learning (BEACONING)
ICT-20-2015
INTEGRATE technologies, pedagogical
and social perspectives of using
pervasive, context-aware and gamified
approaches to engage an inclusive
community of learners in connected and
contextualised learning processes.
OBJECTIVE 1
End-user Specification
Play-learn Design
Technical Specification
DEVELOP, IMPLEMENT and VALIDATE an
adaptable, extendable and sustainable
platform that leverages cutting-edge
approaches: Future Internet Technology,
mobile, gamification, pervasive gaming,
procedural content generation, game
authoring, human – computer interfaces,
learning analytics and problem based -
learning
OBJECTIVE 2
Technical components of the
Integrated BEACONING Platform
www.beaconing.eu
COMPONENTS
EXPLORE and MEASURE through large
scale pilots engagement effectiveness and
impact towards incentivising learners,
fostering acquisition, transfer of knowledge
and skills.
OBJECTIVE 3
Guidance for further development
Evidence of the efficacy
Sustainability and business plan to aid
exploitation and adoption
Holistic and modular
Porto 14-16 June 2016 27
Mission
A
Mission
B
Mission
C
Play-Lesson path
www.beaconing.eu
LEARNING SHOULD BE...
Anytime
anywhere
1
Pervasive
and context-
aware
2
Problem
based
3
Gamified
4
Accessible
5
Analyzable/
traceable
(learning analytics)
6
…and based on innovative content
and validated through large-scale pilots
• Game science to motivate and
sustain engagement
• Self-regulation, mastery, habits-
using game techniques to foster
positive attitude and habits
• Ethical considerations – design
through to evaluation and
deployment
• Real time DATA? Personalised
support!
• Interdisciplinary
Conclusions
ThankYou!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.wordpress.com/

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Keynote - The power of play and pervasive learning

Notes de l'éditeur

  1. Both
  2. Our learning space is getting more hybrid, where the boundaries between digital and physical contexts and spaces are blurring. Experience is more mobile!
  3. SH Our learning space don’t seek to distinguish between physical and digital, instead we can engage students in active learning and PRODUCTION wherever they are.
  4. Pervasive learning Blending spaces Blending context Seamless learning Flipped spaces Flipped assessment? Challenges Coventry university – looking at four projects
  5. Gamification ranging from simple point badges and leaderboards in four square and linked in to something which is more intricsic in fitbit, zombierun and Foldit – crowd science- solving scientific problems using game-based approaches… Gamification is about designing and harnesing from experience. Experience is as if not more important than knowledge itself. It's the relatedness (RAMP). PERMA
  6. Should we only be a player or also as the co-designer of the experience? This is what borderless learning is all about. Crossing spaces, contexts and mindsets. Know the game in order to play it and to play it well. Get involved in gamification for learning as it is a tool that will turn education on its head.   It is time to exploit ‘Game Science’, turning learning into a game; a journey without borders - a journey where anything is “achievable”.
  7. How to empower learners to be designers of experience? The talk will also emphasise on the Game Changers programme, where Game design thinking is key to creative problem solving opening up opportunities for learners to design their own learning experience. Eric zimmerman’s gaming literacy!
  8. The crossings between gamification and pervasive gaming 1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.
  9. An ethically questionable example of gamification would be McDonalds Pick & Play which essentially encourages consumers to eat a poor diet and lots of it Unintended consequences: When you engineer behaviors you may make mistakes that leads to unforeseen results. Undermining intrinsic values: By providing external rewards for something that should be intrinsic you risk undermining inner drive.
  10. Tailblazer- catch up – on aris as well.