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Sylvester Arnab, PhD Reader in Game Science Disruptive Media Learning Lab, Coventry University s.arnab@ coventry.ac.uk dmll.org.uk @sarnab75 #gamification #Beacon The power of play in pervasive learning

Keynote - The power of play and pervasive learning

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Page 1: Keynote - The power of play and pervasive learning

Sylvester Arnab, PhDReader in Game ScienceDisruptive Media Learning Lab,Coventry [email protected]

@sarnab75 #gamification #BeaconingEU

The power of play in pervasive

learning

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http://dmll.org.uk/projects/

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#disrupt_learn

Moving away from a linear-broadcast-space

CC BY-NC-ND 2.0Photo and story by Jordan Arseno.

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hybrid-spacecollaborative-curated

#disrupt_learn

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Learning is becoming more pervasive

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Understanding motivation

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Lefunny.net

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“Gamification market to grow at 48% by 2019 worldwide”

RnR Market Research 2015

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(Amy Kim Jo)

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John Kane, 2005

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Game Design Thinking

Adaptable duration

Gamify.org.ukAmy Jo Kim, MFW15

#GChangers

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http://zulama.com/education-trends/games-blooms-taxonomy/

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: 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

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Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING)ICT-20-2015

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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

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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

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www.beaconing.eu

COMPONENTS

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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

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Porto 14-16 June 2016 27

Holistic and modular

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Mission A

Mission B

Mission C

Play-Lesson path

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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

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• 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

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Thank You!

@sarnab75 #gamification @beaconingEU

Sylvester Arnab, [email protected]: https://sylvesterarnab.wordpress.com/