Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
Sylvester Arnab, PhD
Reader in Game Science
Disruptive Media Learning Lab,
Coventry University
s.arnab@coventry.ac.uk
dmll...
http://dmll.org.uk/projects/
#disrupt_le
arn
Moving away from a
linear-broadcast-space
Photo and story
hybrid-space
collaborative-curated
#disrupt_le
arn
Learning is becoming more pervasive
Understanding motivation
Lefunny.net
“Gamification market to grow
at 48% by 2019 worldwide”
RnR Market Research 2015
(Amy Kim Jo)
John Kane, 2005
Game Design Thinking
Adaptable duration
Gamify.org.uk
Amy Jo Kim, MFW15
#GChangers
http://zulama.com/education-trends/games-blooms-taxonomy/
escapED promo - https://t.co/tUyacmmK4B
: with TaleBlazer (MIT)
1
2
3
4
5
6
7
Breaking Educational Barriers with
Contextualised, Pervasive and Gameful
Learning
• Start date: 01-01-2016
•...
Breaking Educational Barriers with Contextualised, Pervasive and
Gameful Learning (BEACONING)
ICT-20-2015
INTEGRATE technologies, pedagogical
and social perspectives of using
pervasive, context-aware and gamified
approaches to e...
DEVELOP, IMPLEMENT and VALIDATE an
adaptable, extendable and sustainable
platform that leverages cutting-edge
approaches: ...
www.beaconing.eu
COMPONENTS
EXPLORE and MEASURE through large
scale pilots engagement effectiveness and
impact towards incentivising learners,
fosteri...
Holistic and modular
Porto 14-16 June 2016 27
Mission
A
Mission
B
Mission
C
Play-Lesson path
www.beaconing.eu
LEARNING SHOULD BE...
Anytime
anywhere
1
Pervasive
and context-
aware
2
Problem
based
3
Gamified
4
Access...
• Game science to motivate and
sustain engagement
• Self-regulation, mastery, habits-
using game techniques to foster
posi...
ThankYou!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.wo...
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Keynote - The power of play and pervasive learning
Upcoming SlideShare
Loading in …5
×

Keynote - The power of play and pervasive learning

1,452 views

Published on

A keynote at SGames 2016 Porto - exploring the merging of digiital, physical, formal, informal, non formal and social spaces and context of learning. Gamification as a way to design a more structured play, which would still allow autonomy.

Published in: Education
  • Be the first to comment

  • Be the first to like this

Keynote - The power of play and pervasive learning

  1. 1. Sylvester Arnab, PhD Reader in Game Science Disruptive Media Learning Lab, Coventry University s.arnab@coventry.ac.uk dmll.org.uk @sarnab75 #gamification #BeaconingEU Thepowerofplay inpervasivelearning
  2. 2. http://dmll.org.uk/projects/
  3. 3. #disrupt_le arn Moving away from a linear-broadcast-space Photo and story
  4. 4. hybrid-space collaborative-curated #disrupt_le arn
  5. 5. Learning is becoming more pervasive
  6. 6. Understanding motivation
  7. 7. Lefunny.net
  8. 8. “Gamification market to grow at 48% by 2019 worldwide” RnR Market Research 2015
  9. 9. (Amy Kim Jo)
  10. 10. John Kane, 2005
  11. 11. Game Design Thinking Adaptable duration Gamify.org.uk Amy Jo Kim, MFW15 #GChangers
  12. 12. http://zulama.com/education-trends/games-blooms-taxonomy/
  13. 13. escapED promo - https://t.co/tUyacmmK4B
  14. 14. : with TaleBlazer (MIT)
  15. 15. 1 2 3 4 5 6 7 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
  16. 16. Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING) ICT-20-2015
  17. 17. INTEGRATE technologies, pedagogical and social perspectives of using pervasive, context-aware and gamified approaches to engage an inclusive community of learners in connected and contextualised learning processes. OBJECTIVE 1 End-user Specification Play-learn Design Technical Specification
  18. 18. DEVELOP, IMPLEMENT and VALIDATE an adaptable, extendable and sustainable platform that leverages cutting-edge approaches: Future Internet Technology, mobile, gamification, pervasive gaming, procedural content generation, game authoring, human – computer interfaces, learning analytics and problem based - learning OBJECTIVE 2 Technical components of the Integrated BEACONING Platform
  19. 19. www.beaconing.eu COMPONENTS
  20. 20. EXPLORE and MEASURE through large scale pilots engagement effectiveness and impact towards incentivising learners, fostering acquisition, transfer of knowledge and skills. OBJECTIVE 3 Guidance for further development Evidence of the efficacy Sustainability and business plan to aid exploitation and adoption
  21. 21. Holistic and modular Porto 14-16 June 2016 27
  22. 22. Mission A Mission B Mission C Play-Lesson path
  23. 23. www.beaconing.eu LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context- aware 2 Problem based 3 Gamified 4 Accessible 5 Analyzable/ traceable (learning analytics) 6 …and based on innovative content and validated through large-scale pilots
  24. 24. • Game science to motivate and sustain engagement • Self-regulation, mastery, habits- using game techniques to foster positive attitude and habits • Ethical considerations – design through to evaluation and deployment • Real time DATA? Personalised support! • Interdisciplinary Conclusions
  25. 25. ThankYou! @sarnab75 #gamification @beaconingEU Sylvester Arnab, PhD s.arnab@coventry.ac.uk Blog: https://sylvesterarnab.wordpress.com/

×