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University of London, Senate House, 4th March 2015
Games, gamification
and game-based learning
State of play?
Mobile Apps (< 1yr)
Tablet computing (< 1yr)
Game-based learning (2-3yr)
Learning analytics (2-3yr)
Gesture-based computing(4-5yr)
Internet of things (4-5yr)
Use-created content(< 1yr)
Social networking(< 1yr)
Mobile phones (2-3yr)
Virtual worlds (2-3yr)
New scholarship (4-5yr)
Massive Multiplayer gaming (4-5yr)
Social computing (< 1yr)
Personal broadcasting (< 1yr)
Phones in their pockets (2-3yr)
Educational gaming (2-3yr)
Augmented reality (4-5yr)
Context aware devices (4-5yr)
Learning objects (< 1yr)
Scalable Vector Graphics (< 1yr)
Rapid prototyping (2-3yr)
Multimodal interfaces (2-3yr)
Context aware computing (4-5yr)
Knowledge webs (4-5yr)
Extended learning (< 1yr)
Ubiquitous wireless (< 1yr)
Intelligent searching (2-3yr)
Educational gaming (2-3yr)
Augmented reality (4-5yr)
Social networks (4-5yr)
2004 05 06 07 08 09
NMC
HORIZON
Reports for
Higher
Education
Grassroots video (< 1yr)
Collaboration webs (< 1yr)
Mobile broadband (2-3yr)
Data mashups (2-3yr)
Collective intelligence (4-5yr)
Social operating systems (4-5yr)
Mobiles (< 1yr)
Cloud computing (< 1yr)
Geo-everything(2-3yr)
Personal Web (2-3yr)
Semantic aware applications (4-5yr)
Smart objects (4-5yr)
10 11 12 13 2014
E-books (< 1yr)
Mobiles (< 1yr)
Augmented reality (2-3yr)
Game-based learning (2-3yr)
Gesture-based computing(4-5yr)
Learning analytics(4-5yr)
Mobiles (< 1yr)
Cloud computing (< 1yr)
Geo-everything(2-3yr)
Personal Web (2-3yr)
Semantic aware apps (4-5yr)
Smart objects (4-5yr)
MOOCs (< 1yr)
Tablet computing (< 1yr)
Learning analytics (2-3yr)
Games and gamification (2-3yr)
3D printing (4-5yr)
Wearable technology (4-5yr)
Flipped classroom (< 1yr)
Learning analytics (< 1yr)
3D printing (2-3yr)
Games and gamification (2-
3yr)
Quantified self (4-5yr)
Virtual assistants (4-5yr)
NMC report – Higher Education
BYOD (< 1yr)
Flipped classroom (< 1yr)
Makerspaces (2-3yr)
Wearable technology (2-3yr)
Adaptive learning technologies (4-5yr)
Internet of things (4-5yr)
2015
NMC report - Schools
Cloud computing (< 1yr)
Tablet computing(< 1yr)
Mobile learning(2-3yr)
Games and gamification (2-3yr)
Personalised learning(4-5yr)
Virtual and remote labs (4-5yr)
2014
NMC report – K12
BYOD(< 1yr)
Cloud computing(< 1yr)
Learning analytics (2-3yr)
Games and gamification (2-3yr)
Internet of things (4-5yr)
Wearable technology (4-5yr)
2016
Where next?
NMC Horizon reports available at
http://www.nmc.org/publication-type/horizon-report/
2007
2010
2014 2016
#cdegames
10:00 Introduction: Steven Warburton and Alex Moseley
10:10 Opening Keynote
‘Gamification: too good to be true?’ Nicola Whitton, Professor of
Professional Learning, Manchester Metropolitan University
10:50 Coffee (and Game design challenge)
11:20
‘HullCraft: A blend of historical architecture and Minecraft’ - H. Rice and J
Mills, University of Hull.
‘Think with things’ - Jules Verbeelen and Isobel Demangeat.
‘A brief introduction to building gamified experiences for multiple types of
users’ - Andrzej Marczewski (http://www.gamified.co.uk).
‘The Quick and Dirty Gamification Game’ - Katie Piatt, University of Brighton.
13:00 Lunch
Boardgaming session - guided and free play
Game design challenge (continued)
14:00
‘Realising an Applied Gaming Eco-system’ - Paul Hollins, CETIS, University of
Bolton.
Charles Wiles from Zzish (http://www.zzish.com/).
‘MinecraftEDU’ - Santeri Koivisto, TeacherGaming
(http://minecraftedu.com/).
Gaming with apps - Adrian Hon from London: Six to Start
(http://www.sixtostart.com/).
15:45 Closing notes
16:00 End of day
http://www.theguardian.com/technology/2014/nov/26/board-games-to-make-you-a-better-person

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Games, Gamification and Game-Based Learning Conference

  • 1. University of London, Senate House, 4th March 2015
  • 2. Games, gamification and game-based learning State of play?
  • 3. Mobile Apps (< 1yr) Tablet computing (< 1yr) Game-based learning (2-3yr) Learning analytics (2-3yr) Gesture-based computing(4-5yr) Internet of things (4-5yr) Use-created content(< 1yr) Social networking(< 1yr) Mobile phones (2-3yr) Virtual worlds (2-3yr) New scholarship (4-5yr) Massive Multiplayer gaming (4-5yr) Social computing (< 1yr) Personal broadcasting (< 1yr) Phones in their pockets (2-3yr) Educational gaming (2-3yr) Augmented reality (4-5yr) Context aware devices (4-5yr) Learning objects (< 1yr) Scalable Vector Graphics (< 1yr) Rapid prototyping (2-3yr) Multimodal interfaces (2-3yr) Context aware computing (4-5yr) Knowledge webs (4-5yr) Extended learning (< 1yr) Ubiquitous wireless (< 1yr) Intelligent searching (2-3yr) Educational gaming (2-3yr) Augmented reality (4-5yr) Social networks (4-5yr) 2004 05 06 07 08 09 NMC HORIZON Reports for Higher Education Grassroots video (< 1yr) Collaboration webs (< 1yr) Mobile broadband (2-3yr) Data mashups (2-3yr) Collective intelligence (4-5yr) Social operating systems (4-5yr) Mobiles (< 1yr) Cloud computing (< 1yr) Geo-everything(2-3yr) Personal Web (2-3yr) Semantic aware applications (4-5yr) Smart objects (4-5yr) 10 11 12 13 2014 E-books (< 1yr) Mobiles (< 1yr) Augmented reality (2-3yr) Game-based learning (2-3yr) Gesture-based computing(4-5yr) Learning analytics(4-5yr) Mobiles (< 1yr) Cloud computing (< 1yr) Geo-everything(2-3yr) Personal Web (2-3yr) Semantic aware apps (4-5yr) Smart objects (4-5yr) MOOCs (< 1yr) Tablet computing (< 1yr) Learning analytics (2-3yr) Games and gamification (2-3yr) 3D printing (4-5yr) Wearable technology (4-5yr) Flipped classroom (< 1yr) Learning analytics (< 1yr) 3D printing (2-3yr) Games and gamification (2- 3yr) Quantified self (4-5yr) Virtual assistants (4-5yr)
  • 4. NMC report – Higher Education BYOD (< 1yr) Flipped classroom (< 1yr) Makerspaces (2-3yr) Wearable technology (2-3yr) Adaptive learning technologies (4-5yr) Internet of things (4-5yr) 2015 NMC report - Schools Cloud computing (< 1yr) Tablet computing(< 1yr) Mobile learning(2-3yr) Games and gamification (2-3yr) Personalised learning(4-5yr) Virtual and remote labs (4-5yr) 2014 NMC report – K12 BYOD(< 1yr) Cloud computing(< 1yr) Learning analytics (2-3yr) Games and gamification (2-3yr) Internet of things (4-5yr) Wearable technology (4-5yr) 2016 Where next? NMC Horizon reports available at http://www.nmc.org/publication-type/horizon-report/ 2007 2010 2014 2016
  • 5. #cdegames 10:00 Introduction: Steven Warburton and Alex Moseley 10:10 Opening Keynote ‘Gamification: too good to be true?’ Nicola Whitton, Professor of Professional Learning, Manchester Metropolitan University 10:50 Coffee (and Game design challenge) 11:20 ‘HullCraft: A blend of historical architecture and Minecraft’ - H. Rice and J Mills, University of Hull. ‘Think with things’ - Jules Verbeelen and Isobel Demangeat. ‘A brief introduction to building gamified experiences for multiple types of users’ - Andrzej Marczewski (http://www.gamified.co.uk). ‘The Quick and Dirty Gamification Game’ - Katie Piatt, University of Brighton. 13:00 Lunch Boardgaming session - guided and free play Game design challenge (continued) 14:00 ‘Realising an Applied Gaming Eco-system’ - Paul Hollins, CETIS, University of Bolton. Charles Wiles from Zzish (http://www.zzish.com/). ‘MinecraftEDU’ - Santeri Koivisto, TeacherGaming (http://minecraftedu.com/). Gaming with apps - Adrian Hon from London: Six to Start (http://www.sixtostart.com/). 15:45 Closing notes 16:00 End of day