Play Learn in Everyday Spaces - Beaconing

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Transcript of Play Learn in Everyday Spaces - Beaconing

Sylvester Arnab, PhDReader in Game Science

Disruptive Media Learning Lab (DMLL.org.uk) Coventry University, UK

@sarnab75 #gamification #BeaconingEU

Play Learn in Everyday Spaces

Disruptions and Opportunities

Do it the traditional way?

http://dmll.org.uk/projects/

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

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?

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, PhDReader in Game Sciences.arnab@coventry.ac.uk

Blog: https://sylvesterarnab.com/