Play Learn in Everyday Spaces - Beaconing
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Transcript of Play Learn in Everyday Spaces - Beaconing
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Sylvester Arnab, PhDReader in Game Science
Disruptive Media Learning Lab (DMLL.org.uk) Coventry University, UK
@sarnab75 #gamification #BeaconingEU
Play Learn in Everyday Spaces
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Disruptions and Opportunities
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Do it the traditional way?
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http://dmll.org.uk/projects/
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Motivation
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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
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www.beaconing.eu
LEARNING SHOULD BE...
Anytime anywhere
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Pervasive and
context-aware
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Pedagogically driven
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PLAYFUL
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Accessible
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Analyzable/ traceable
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http://chronicle.com/article/The-Looming-Gamification-of/233992
Remixing play - Gamification as Experience Design?
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poetpainter.com
(Amy Jo Kim, MFW15)
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Merging Physical and Digital
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Crossings between Pervasive Gaming and Gamification?
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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…
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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
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Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhDReader in Game [email protected]
Blog: https://sylvesterarnab.com/