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Sylvester Arnab, PhD Disruptive Media Learning Lab, Coventry University s.arnab@ coventry.ac.uk dmll.org.uk @sarnab75 @disrupt_learn Games Science & Pervasive Learning

Games Science and Pervasive Learning

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Sylvester Arnab, PhDDisruptive Media Learning Lab,Coventry University

[email protected]

dmll.org.uk

@sarnab75 @disrupt_learnGames Science & Pervasive Learning

Both

21st Century Skills

Pervasive learningBlending spacesBlending contextSeamless learningFlipped spacesFlipped assessment? Challenges

Coventry university looking at four projects

#disrupt_learnlinear-broadcast-spaceauthority

hybrid-spacecollaborative-curated#disrupt_learn

SHOur learning space dont seek todistinguish between physical and digital, instead we can engage students in active learning and PRODUCTION wherever they are.

Understanding motivation

Gamification allow digital and physical contexts to merge!

Customer/Client Facing? Employee Facing?

Gamification to support cooperation

Starquest.eu

Stage 1: Phase 1Trial, Sept 14 Jan 15Stage 2: Analysis and dissemination, Feb July 15Stage 3: Phase 2 trial (with moodle), Sept 15 Jan 16Stage 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 CW1Prelim data to be published ECGBL conferenceStarquest exhibition Gaminomics London, June 15Reflections uptake of new platforms would be more effective if introduced in the first year, social loafing is still an issue for collaborative mode in gamificationData to be analysed from other faculties

http://crm.me/sign-up/

[email protected]

Customer Relation Management

daverage

A holistic and modular approach

Trans-Disciplinarity and Co-Creation/Design

Co-creationNew technology e.g. ibeacons etc.Exploring different approaches

Game Design Thinking for problem solving

6 weeks

Pervasive game mechanics! non technological solutions- can games and gamifcation change lives?

Pervasive gaming vs. Gamification

The crossings between gamification and pervasive gaming 1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.

H2020 BEACONING ProjectBreaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)

ICT-20-2015

ConclusionMotivation by design

Digital-Physical experience

Mental challenge

Social experience

Immersion

Pervasive learningBlending spacesBlending contextSeamless learningFlipped spacesFlipped assessment? Challenges

Coventry university looking at four projects

dmll.org.ukThank You!@disrupt_learn @sarnab75Sylvester Arnab, [email protected]: https://sylvesterarnab.wordpress.com/

Tailblazer- catch up on aris as well.