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Keynote at GamiFIN 2017


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Keynote on how we should be inspired by play and game play for designing empowering and engaging experiences

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Keynote at GamiFIN 2017

  1. 1. Remixing Play for a Gameful learning experience Sylvester Arnab, PhD Reader in Game Science Disruptive Media LearningLab( CoventryUniversity, UK @sarnab75 #gamification #GChangers
  2. 2.
  3. 3. Motivation
  4. 4. Designing an empowering learning experience?
  5. 5. Design Experience inspired by PLAY (Amy Jo Kim, MFW15)
  6. 6. “Games are a particular manifestation of play, not its totality.” “They happen to be a good starting point for an investigation of play because the formality of their rules makes the machinery of play easier to observe and analyse” Upton, 2015
  7. 7. Gameful design thinking for creativity
  8. 8. Holistic approach
  9. 9. Tapping into play inspirations: “Remixing Play into a GamePlan” Reuse the mechanics of play for creative and strategic thinking Needs analysis Pick common games Strategy- mechanics mapping Design a gameplan Pitch/imple ment your gameplan
  10. 10. Inspirations: Card games, story dice, experience design… “Individuality is important for Collective Creativity”
  11. 11. Create, Think, Learn
  12. 12. Inspirations: Escape rooms, problem-based learning
  13. 13. Inspirations: mystery box, curiosity, problem- based learning A hybrid, gamified and mystery-driven approach for facilitating problem based learning in postgraduate strength and conditioning “…it was a bit out of nowhere, I think, so I was a little bit confused and… Didn’t know where to go from there, it was a little bit surprising. But then, again it’s up to us to get out there, research, and find out more about it, which is what we’ve got to do in the future.”
  14. 14. Learning spaces…
  15. 15. Learning “spaces”: Merging Physical and Digital?
  16. 16. Crossings between Pervasive Gaming and Gamification?
  17. 17. “Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning” @BeaconingEU #BeaconingEU
  18. 18. (Amy Jo Kim, MFW15) Inspirations: Narratives, Levels…
  19. 19. Learning path ( ) Mission A Mission B Mission C Quest B1 Quest B2 Learning path Quest A1 Quest C1 Quest C2
  20. 20. 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…
  21. 21. Learning in smaller chunks: Mini challenges
  22. 22. Pervasiveness: Location-based challenges
  23. 23. Tracking progress: Analytics and Actionable feedback Lesson path
  24. 24. Thank You! @sarnab75 #gamification @beaconingEU Sylvester Arnab, PhD Reader in Game Science Blog: