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Introduction to Beaconing.EU


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A short lunchtime #DisruptiveBytes seminar at the Disruptive Media Learning Lab, UK alongside the Rage and Magellan projects.

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Introduction to Beaconing.EU

  1. 1. Sylvester Arnab, Disruptive Media Learning Lab Coventry University, UK #DisruptiveBytes, 26th May 2017
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  4. 4. Design Experience inspired by PLAY and GAMES (Amy Jo Kim, MFW15)
  5. 5. Learning “spaces”: Merging Physical and Digital?
  6. 6. Crossings between Pervasive Gaming and Gamification?
  7. 7. “Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning” http://Beaconing.EU @BeaconingEU
  8. 8. 1 2 3 4 5 6 7 BEACONING.EU 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
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  11. 11. (Amy Jo Kim, MFW15) Inspirations: Narratives, Curiosity, Progress
  12. 12. Learning path ( ) Mission A Mission B Mission C Quest B1 Quest B2 Learning path Quest A1 Quest C1 Quest C2
  13. 13. Mission A Mission B Mission C Learning path Narrative/Story/Context = level up point e.g. secret door, unlocking level, etc… = activities/quests e.g. location based tasks, mini games, classroom work, etc…
  14. 14. Learning in smaller chunks: Mini challenges
  15. 15. Pervasiveness: Location-based challenges
  16. 16. Tracking progress: Analytics and Actionable feedback Lesson path
  17. 17. Development is ongoing – small scale pilot
  18. 18. LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context-aware 2 Pedagogy driven 3 Gamified 4 Accessible 5 Analysable/ traceable (learning analytics) 6 …and based on innovative content and validated through large-scale pilots For more go to BEACONING.EU
  19. 19. Thank You! @sarnab75 #gamification @beaconingEU Sylvester Arnab, PhD Reader in Game Science Blog: