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Remixing PLAY for Inclusive Learning

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Sylvester Arnab, PhD
Reader in Game Science
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity, UK
@sarnab75 #ga...

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Disruptions and Opportunities

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http://dmll.org.uk/projects/

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Remixing PLAY for Inclusive Learning

  1. 1. Sylvester Arnab, PhD Reader in Game Science Disruptive Media LearningLab(DMLL.org.uk) CoventryUniversity, UK @sarnab75 #gamification #BeaconingEU Remixing play for inclusive learning
  2. 2. Disruptions and Opportunities
  3. 3. http://dmll.org.uk/projects/
  4. 4. Motivation
  5. 5. https://youtu.be/zCt_MzsnIUk?list=PLH-T358uPi7fY1nz0B9d4BOMjXsHY6-Nc
  6. 6. Remixing play - Experience Design
  7. 7. “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 p.11) http://chronicle.com/article/The-Looming-Gamification-of/233992
  8. 8. https://www.youtube.com/watch?v=_09P3MB-D9s
  9. 9. Game design thinking for creativity Needs analysis Pick common games Strategy- mechanics mapping Design a gameplan Pitch/imple ment your gameplan
  10. 10. Holistic approach
  11. 11. Individuality is important for Collective Creativity https://www.youtube.com/watch?v=sHc0VdL-etM
  12. 12. Hybrid and Live Action https://www.youtube.com/watch?v=rKAchVcNsQE
  13. 13. Gamification for social good (PlayingForReal.eu)
  14. 14. 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
  15. 15. www.beaconing.eu LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context- aware 2 Pedagogically driven 3 PLAYFUL 4 Accessible and Inclusive 5 Analyzable/ traceable 6
  16. 16. Merging Physical and Digital
  17. 17. Crossings between Pervasive Gaming and Gamification?
  18. 18. 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…
  19. 19. Lesson path Meta-Game Narratives
  20. 20. Pedagogy and Learner driven design of the gamified experience Conclusions Appetite for Playful, Gameful and Hybrid learning experience Technologically challenging – blending context, assessment… Holistic and Inclusive Participatory
  21. 21. 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?
  • Play has been remixed into a more structured way – digital games, serious games and gamification…
  • 1 minute
  • Tailblazer- catch up – on aris as well.

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