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Remixing Play for a
Gameful learning
experience
Sylvester Arnab, PhD
Reader in Game Science
http://sylvesterarnab.com
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity, UK
@sarnab75 #gamification #GChangers
http://dmll.org.uk/projects/
Motivation
Designing an empowering learning experience?
http://chronicle.com/article/The-Looming-Gamification-of/233992
Design Experience inspired by PLAY
(Amy Jo Kim, MFW15)
“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
Gameful design thinking for creativity
Holistic approach
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
Inspirations: Card games, story dice, experience design…
“Individuality is important for Collective Creativity”
Create, Think, Learn
Inspirations: Escape rooms, problem-based learning
http://gamify.org.uk/escaped/
Inspirations: mystery box, curiosity, problem-
based learning
A hybrid, gamified and
mystery-driven approach for
facilitating problem based
learning in postgraduate
strength and conditioning
“…it was a bit out of nowhere, I think, so I was a little bit confused and…
Didn’t know where to go from there, it was a little bit surprising.
But then, again it’s up to us to get out there, research, and find out more about it,
which is what we’ve got to do in the future.”
Learning spaces…
Learning “spaces”: Merging Physical and Digital?
Crossings between
Pervasive Gaming
and Gamification?
“Breaking Educational Barriers with
Contextualised, Pervasive and Gameful
Learning”
@BeaconingEU #BeaconingEU
http://Beaconing.eu
http://chronicle.com/article/The-Looming-Gamification-of/233992
(Amy Jo Kim, MFW15)
Inspirations: Narratives, Levels…
Learning path (http://Beaconing.eu )
Mission A Mission B Mission C
Quest
B1
Quest
B2
Learning path
Quest
A1
Quest
C1
Quest
C2
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…
Learning in smaller chunks: Mini challenges
Pervasiveness: Location-based challenges
Tracking progress: Analytics and Actionable feedback
Lesson path
Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, PhD
Reader in Game Science
s.arnab@coventry.ac.uk
Blog: https://sylvesterarnab.com/

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Keynote at GamiFIN 2017

Editor's Notes

  1. Both
  2. 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?
  3. 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?
  4. Helen – introduceGamechangers to set the scene for todays session and what we will do in this workshop
  5. 1 minute
  6. 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?
  7. To emphasise that the games to be created has tio be within the clear learning narrative and journey
  8. Tailblazer- catch up – on aris as well.