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Play Learn in Everyday Spaces - Beaconing


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A presentation at the Gamification World Congress 2016 in Madrid. The talk touched on the H2020 BEACONING approach and showcase the gamified play lesson concept that will innovate the way lesson plans are designed in formal education. The use of gamification in a hybrid space as the key inspiration for the creation of the BEACONING Meta-Game was discussed.

Published in: Education
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Play Learn in Everyday Spaces - Beaconing

  1. 1. Sylvester Arnab, PhD Reader in Game Science Disruptive Media LearningLab( CoventryUniversity, UK @sarnab75 #gamification #BeaconingEU Play Learn in Everyday Spaces
  2. 2. Disruptions and Opportunities
  3. 3. Do it the traditional way?
  4. 4.
  5. 5. Motivation
  6. 6. 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
  7. 7. LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context- aware 2 Pedagogically driven 3 PLAYFUL 4 Accessible 5 Analyzable/ traceable 6
  8. 8. Remixing play - Gamification as Experience Design?
  9. 9. (Amy Jo Kim, MFW15)
  10. 10. Merging Physical and Digital
  11. 11. Crossings between Pervasive Gaming and Gamification?
  12. 12. Mission A Mission B Mission C Lesson path Meta-Game Narratives = level up point e.g. secret door, unlocking level, etc… = activities/quests e.g. location based tasks, mini games, classroom work, etc…
  13. 13. Pedagogically driven design of the gamified experience Conclusions Appetite for Pervasive and Hybrid learning experience Technologically challenging – blending context, assessment… Holistic and Inclusive Participatory >5000 students in >6 countries
  14. 14. Thank You! @sarnab75 #gamification @beaconingEU Sylvester Arnab, PhD Reader in Game Science Blog: