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Sylvester Arnab, PhDReader in Game ScienceDisruptive Media Learning Lab,Coventry [email protected]
@sarnab75 #gamification #BeaconingEU
The power of play in pervasive
learning
http://dmll.org.uk/projects/
#disrupt_learn
Moving away from a linear-broadcast-space
CC BY-NC-ND 2.0Photo and story by Jordan Arseno.
hybrid-spacecollaborative-curated
#disrupt_learn
Learning is becoming more pervasive
Understanding motivation
Lefunny.net
“Gamification market to grow at 48% by 2019 worldwide”
RnR Market Research 2015
(Amy Kim Jo)
John Kane, 2005
Game Design Thinking
Adaptable duration
Gamify.org.ukAmy Jo Kim, MFW15
#GChangers
http://zulama.com/education-trends/games-blooms-taxonomy/
escapED promo - https://t.co/tUyacmmK4B
: with TaleBlazer (MIT)
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Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning
• 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
http://Beaconing.eu
Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)ICT-20-2015
INTEGRATE technologies, pedagogical and social perspectives of using pervasive, context-aware and gamified approaches to engage an inclusive community of learners in connected and contextualised learning processes.
OBJECTIVE 1
End-user Specification
Play-learn Design
Technical Specification
DEVELOP, IMPLEMENT and VALIDATE an adaptable, extendable and sustainable platform that leverages cutting-edge approaches: Future Internet Technology, mobile, gamification, pervasive gaming, procedural content generation, game authoring, human – computer interfaces, learning analytics and problem based - learning
OBJECTIVE 2
Technical components of the
Integrated BEACONING Platform
www.beaconing.eu
COMPONENTS
EXPLORE and MEASURE through large scale pilots engagement effectiveness and impact towards incentivising learners, fostering acquisition, transfer of knowledge and skills.
OBJECTIVE 3
Guidance for further development
Evidence of the efficacy
Sustainability and business plan to aid exploitation and adoption
Porto 14-16 June 2016 27
Holistic and modular
Mission A
Mission B
Mission C
Play-Lesson path
www.beaconing.eu
LEARNING SHOULD BE...
Anytime anywhere
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Pervasive and
context-aware
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Problem based
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Gamified
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Accessible
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Analyzable/ traceable
(learning analytics)
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…and based on innovative contentand validated through large-scale pilots
• Game science to motivate and sustain engagement
• Self-regulation, mastery, habits- using game techniques to foster positive attitude and habits
• Ethical considerations – design through to evaluation and deployment
• Real time DATA? Personalised support!
• Interdisciplinary
Conclusions
Thank You!
@sarnab75 #gamification @beaconingEU
Sylvester Arnab, [email protected]: https://sylvesterarnab.wordpress.com/