8. “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
13. Game-based intervention design process
Arnab, S. and Clarke, S. (2017), Towards a trans-disciplinary methodology for a game-based intervention
development process. British Journal of Educational Technology, 48: 279–312. doi:10.1111/bjet.12377
14.
15. 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
16. Inspirations: Card games, story dice, experience design…
“Individuality is important for Collective Creativity”
34. Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
Reader in Game Science
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.com/
Editor's Notes
Both
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
1 minute
Helen – introduceGamechangers to set the scene for todays session and what we will do in this workshop
This process maps all the different frameworks to provide a more transdisciplinary model.
The crossings between gamification and pervasive gaming
1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.
What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
To emphasise that the games to be created has tio be within the clear learning narrative and journey