Disruptive Media Learning Lab and STEM/STEAM
dmll.org.uk @disrupt_learn @sarnab75
#disrupt_le
arn
Moving away from a
linear-broadcast-space
CC BY-NC-N
Photo and story by J
A
hybrid-space
collaborative-curated
#disrupt_le
arn
Exploratory
Learning is becoming more pervasive
Understanding motivation
poetpainter.com
(Amy Jo Kim, MFW15)
Various perspectives
http://dmll.org.uk/projects/
Game Design Thinking
Adaptable duration
Gamify.org.uk
Amy Jo Kim, MFW15
#GChangers
Trans-Disciplinarity and Co-Creation/Design
: with TaleBlazer (MIT)
1
2
3
4
5
6
7
H2020 BEACONING Project
(beaconing.eu)
• 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
www.beaconing.e
u
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
dmll.org.uk
@disrupt_learn
#disruptEdu
#GChangers

STEM/STEAM at the DMLL: Games and gamification

Editor's Notes

  • #3 Our learning space is getting more hybrid, where the boundaries between digital and physical contexts and spaces are blurring. Experience is more mobile!
  • #4 Pervasive environment. Even in the game world Today's multi-million pound AAA titles like Call of Duty and Tomb Raider may seek to recreate the real world in every greater detail, but the reality is that these virtual worlds will never replace the real world. Ingress, which has been developed by the Niantic Labs startup within Google, describes itself as a massively multiplayer online (MMO) game - but one which has been transported into the real world.
  • #5 Pervasive learning Blending spaces Blending context Seamless learning Flipped spaces Flipped assessment? Challenges Coventry university – looking at four projects
  • #10 How to empower learners to be designers of experience? The talk will also emphasise on the Game Changers programme, where Game design thinking is key to creative problem solving opening up opportunities for learners to design their own learning experience. Eric zimmerman’s gaming literacy!
  • #13 Co-creation New technology – e.g. ibeacons etc. Exploring different approaches
  • #14 The crossings between gamification and pervasive gaming 1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.