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Keynote - Edutainment 2017, Bournemouth, 2017


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Play, games and gamification for learning in hybrid spaces

Published in: Education
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Keynote - Edutainment 2017, Bournemouth, 2017

  1. 1. Sylvester Arnab, PhD ReaderinGame Science DisruptiveMediaLearningLab( CoventryUniversity,UK @sarnab75 #gamification #GChangers Hybrid Learning Powered by Play Edutainment 2017 Bournemouth
  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. 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
  10. 10. 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
  11. 11. Inspirations: Card games, story dice, experience design… “Individuality is important for Collective Creativity”
  12. 12. Inspirations: Escape rooms, problem-based learning
  13. 13. Learning spaces…
  14. 14. Learning “spaces”: Merging Physical and Digital?
  15. 15. Crossings between Pervasive Gaming and Gamification?
  16. 16. : Coventry meets Italy
  17. 17. “Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning” @BeaconingEU #BeaconingEU
  18. 18. (Amy Jo Kim, MFW15) Inspirations: Narratives, Curiosity, 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. Learning in smaller chunks: Quest linking to Mini challenges
  21. 21. Pervasiveness: Quest linking to Location-based challenges
  22. 22. 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…
  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: