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Sylvester Arnab, PhD
Disruptive Media Learning Lab,
Coventry University
s.arnab@coventry.ac.uk
dmll.org.uk
@sarnab75 @disrupt_learn
GamesScience
&PervasiveLearning
21st Century Skills
#disrupt_le
arn
linear-broadcast-space
authority
hybrid-space
collaborative-curated
#disrupt_le
arn
Understanding motivation
Customer/Client Facing?
Employee Facing?
Gamification to support cooperation
Starquest.eu
http://crm.me/sign-up/
pete.jenkins@gamificationplus.uk
© daverage
A holistic and modular approach
Trans-Disciplinarity and Co-Creation/Design
Game Design Thinking for problem solving
6 weeks
Pervasive gaming vs. Gamification
H2020 BEACONING Project
Breaking Educational Barriers with Contextualised, Pervasive and
Gameful Learning (BEACONING)
ICT-20-2015
Conclusion
• Motivation by design
• Digital-Physical
experience
• Mental challenge
• Social experience
• Immersion
dmll.org.uk
ThankYou!
@disrupt_learn @sarnab75
Sylvester Arnab, PhD
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.wordpress.com/

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Games Science and Pervasive Learning

Editor's Notes

  1. Both
  2. Pervasive learning Blending spaces Blending context Seamless learning Flipped spaces Flipped assessment? Challenges Coventry university – looking at four projects
  3. SH Our learning space don’t seek to distinguish between physical and digital, instead we can engage students in active learning and PRODUCTION wherever they are.
  4. Gamification allow digital and physical contexts to merge!
  5. Stage 1: Phase 1Trial, Sept 14 – Jan 15 Stage 2: Analysis and dissemination, Feb –July 15 Stage 3: Phase 2 trial (with moodle), Sept 15 – Jan 16 Stage 4: Analysis and dissemination, Feb – July 16 Outcomes: Prelim analysis shows nature of module influence types of gamification e.g. Teams in competitive mode (Sports Science) demonstrated better grades for CW1 Prelim data to be published – ECGBL conference Starquest exhibition – Gaminomics London, June 15 Reflections – uptake of new platforms would be more effective if introduced in the first year, social loafing is still an issue for collaborative mode in gamification Data to be analysed from other faculties
  6. Customer Relation Management
  7. Co-creation New technology – e.g. ibeacons etc. Exploring different approaches
  8. Pervasive game mechanics! – non technological solutions- can games and gamifcation change lives?
  9. The crossings between gamification and pervasive gaming 1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.
  10. Pervasive learning Blending spaces Blending context Seamless learning Flipped spaces Flipped assessment? Challenges Coventry university – looking at four projects
  11. Tailblazer- catch up – on aris as well.