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SYLVESTER ARNAB
Pieter Brueger The Elder – Children at play
LUDUS = Play + Learn…
Lefunny.net
“Gamification market to grow
at 48% by 2019 worldwide”
RnR Market Research 2015
http://chronicle.com/article/The-Looming-Gamification-of/233992
Education as an adventure “game”?
A Non-Linear experience…
poetpainter.com
(Amy Jo Kim, MFW15)
#disrupt_le
arn
linear-broadcast-space
hybrid-space
collaborative-curated
#disrupt_le
arn
Exploratory
Hybrid and Gamified
John Kane, 2005
Game Design Thinking
6 weeks
Gamify.org.uk
Amy Jo Kim, MFW15
#GChangers
Jean Marc Cote (if 1901) or Villemard (if 1910) http://publicdomainreview.org/2012/06/30/france-in-
Aaron Pereki
Designer of our gamified experience?
Gaming literacy?
Know the game and play it well!
Thank you
SYLVESTER ARNAB
 SylvesterArnab TEDxCoventryUniversity

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SylvesterArnab TEDxCoventryUniversity

Editor's Notes

  1. . Ludus Latin it doesn't differentiate learning from playing and when we play when we were child everything so hybrid we interact with my environment we learn through making mistakes and we try again and this is what we should do
  2. But there is a gap between gaming experience and the real world experience – can we bridge the game? if we are talking about digital gaming and real capabilities, confidence and awareness in the real world! We need to merge our digital experience with physical relevance!
  3. Gamification ranging from simple point badges and leaderboards in four square and linked in to something which is more intricsic in fitbit, zombierun and Foldit – crowd science- solving scientific problems using game-based approaches… Gamification is about designing and harnesing from experience. Experience is as if not more important than knowledge itself. It's the relatedness (RAMP). PERMA
  4. Game mechanics are becoming more pervasive
  5. 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?
  6. Formal education is a bit like this but without the contextualised narrative that would glue everything together….
  7. Our learning space is getting more hybrid, where the boundaries between digital and physical contexts and spaces are blurring. Experience is more mobile!
  8. 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.
  9. Gamification is even super charged- seeing the crossings between pervasive gaming and gamification. Digital and physical experiences are merging in a big way with the advancement of social platforms, mobile technology, wearable devices and the Internet of Things, opening up opportunities for ordinary spaces to be transformed into highly contextualised, purposeful, seamless and ubiquitous playgrounds. We are so connected and we have all kinds of resources at our finger tips! Like everyone in the audience, we live in an information-saturated, fast-pacing and highly connected environment, how can we harness the benefits in a more contextualised way! How would these makes sense and connected in a more contextual way instead of just technologically?? We need to be a game player, a game changer and a super learner within a learning community that is more global and social.
  10. Are we moving towards a borderless, hybrid and gamified educational ecosystem? Learning is a pervasive process and should not be restricted.   Borderless- not just space but also mind space- let us take charge and create context to our learning, design our adventure! Gamification is the tool! Design our experience in a gamelike manner- with missions and quests, with actionable feedback… linking toour own interest
  11. Should we only be a player or also as the co-designer of the experience? This is what borderless learning is all about. Crossing spaces, contexts and mindsets. Know the game in order to play it and to play it well. Get involved in gamification for learning as it is a tool that will turn education on its head.   It is time to exploit ‘Game Science’, turning learning into a game; a journey without borders - a journey where anything is “achievable”.
  12. 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. Experience can be designed, staged and manipulated! The gamification of learning will be so pervasive that we will not even realise that we are already in the system; a system that connects mind space, digital existence and physical experience. Gamification and experience design falling into the right hands will create an environment that is empowering, engaging and nurturing! But falling into the wrong hands will lead to negative manipulation.
  14. Would you just want to be a player or a co-designer of your experience, your adventure….? Be a learner, a designer of your learning experience, a journey towards mastery. superlearner - designer of our own learning in a hybrid learning space.