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@disrupt_learn
Towards the Blending of Digital and Physical Learning Contexts with a Gamified
and Pervasive Approach!
Sylvester Arnab1, Gemma Tombs1, Michael Duncan2, Mike Smith2, Kam Star3!
 !
1 Disruptive Media Learning Lab, Coventry University, Coventry, UK!
{s.arnab, g.tombs}@coventry.ac.uk!
2 Health and Life Sciences, Coventry University, Coventry, UK!
{m.duncan, m.smith}@coventry.ac.uk!
3 Playgen Ltd., London, UK!
kam@playgen.com!
Pervasive Gaming for Language Learning!
Layer	
  4	
  Enabling	
  technologies:	
  This	
  allows	
  us	
  to	
  evaluate	
  the	
  feasibility	
  
and	
   relevance	
   of	
   exis6ng	
   technologies	
   in	
   suppor6ng	
   pervasive	
   and	
  
gameful	
  learning	
  processes	
  and	
  addresses	
  specific	
  teaching	
  and	
  learning	
  
challenges	
  and	
  opportuni6es	
  iden6fied	
  in	
  previous	
  layers.	
  
Layer	
   3	
   Gameful	
   design:	
   This	
   maps	
   learning	
   mechanics/dynamics	
   with	
  
game	
  mechanics/dynamics,	
  informing	
  the	
  design	
  of	
  user	
  experience	
  (UX),	
  
gamified	
  prac6ce	
  and	
  pervasive	
  context.	
  	
  
Layer	
   2	
   Learning	
   Dynamics:	
   This	
   maps	
   out	
   ac6vi6es	
   with	
   associated	
  
learning	
   objec6ves	
   (what	
   skills	
   to	
   apply,	
   what	
   knowledge	
   to	
   assess),	
  
informing	
  the	
  content	
  and	
  context	
  of	
  learning,	
  spaces,	
  etc.	
  	
  
Layer	
  1	
  Learning	
  Plan:	
  This	
  emphasizes	
  the	
  need	
  to	
  ensure	
  pedagogical	
  
design,	
   learner	
   needs	
   and	
   spa6al	
   considera6ons	
   inform	
   the	
   context,	
  
mechanics	
  and	
  dynamics	
  of	
  the	
  intended	
  learning	
  process	
  and	
  ac6vi6es.	
  	
  
Students’ locational choices for individual and group working
Physical space, digital needs and students’ dynamic!
•  Students	
  and	
  lecturers	
  co-­‐designed	
  and	
  developed	
  
a	
  gamified	
  solu6on	
  to	
  teaching	
  Italian	
  language	
  
•  Crossings	
   between	
   pervasive	
   gaming	
   and	
  
gamifica6on	
  
•  Solu6on	
  to	
  complement	
  exis6ng	
  teaching	
  
•  Collabora6on	
  mechanics	
  versus	
  Compe66on	
  mechanics	
  	
  
•  Compe66on	
   performed	
   beIer	
   at	
   engaging	
   learners	
   (Sports	
  
Science,	
  n=94)	
  during	
  the	
  on-­‐boarding	
  phase	
  and	
  is	
  reflected	
  
by	
  learners’	
  grades.	
  	
  
•  Collabora6on	
   mechanics	
   will	
   serve	
   a	
   longer	
   term	
   goal	
   once	
  
learners	
  are	
  engaged	
  and	
  onboarded.	
  
•  Assessment	
   (forma6ve)	
   would	
   engage	
   the	
   learners	
   beIer	
   as	
  
the	
  use	
  of	
  a	
  new	
  plaPorm	
  should	
  be	
  put	
  in	
  a	
  more	
  formalised	
  
context.	
  	
  	
  
•  Students	
   types	
   are	
   key	
   to	
   designing	
   mo6va6on.	
   The	
   Sports	
  
Science	
  students	
  for	
  instance	
  are	
  more	
  compe66ve,	
  hence	
  the	
  
relevance	
   of	
   using	
   compe66on	
   mechanics	
   within	
   the	
   team	
  
collabora6on.	
  
Gamification platform for team working!
A holistic and modular approach in thinking about pervasive learning design with special interest on games and
gamification, aligning with the need to respond to the blurring of boundaries between physical and digital learning
spaces and contexts.!
Pervasive	
  learning	
  design	
  involves	
  being	
  aware	
  of	
  how	
  students	
  
use	
  physical	
  and	
  digital	
  space	
  differently	
  and	
  the	
  ways	
  in	
  which	
  
boundaries	
   are	
   blurred,	
   crossed,	
   or	
   removed	
   en6rely.	
   This	
  
study	
   examined	
   the	
   ways	
   in	
   which	
   ‘group	
   working’	
   and	
  
‘individual’	
  spaces	
  are	
  blurred	
  through	
  the	
  use	
  of	
  technology	
  in	
  
a	
  study	
  of	
  spa6al	
  prac6ces	
  in	
  the	
  university	
  library.	
  
•  239	
  respondents	
  
•  Students	
  adapted	
  spaces	
  for	
  their	
  own	
  needs,	
  regardless	
  of	
  
the	
   intended	
   purpose,	
   highligh6ng	
   the	
   importance	
   of	
  
acknowledging	
  student	
  types	
  
•  Pervasive	
   learning	
   facilitated	
   through	
   the	
   use	
   of	
   mobile	
  
technology	
  across	
  the	
  library	
  

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Poster for Games and Learning Alliance

  • 1. @disrupt_learn Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach! Sylvester Arnab1, Gemma Tombs1, Michael Duncan2, Mike Smith2, Kam Star3!  ! 1 Disruptive Media Learning Lab, Coventry University, Coventry, UK! {s.arnab, g.tombs}@coventry.ac.uk! 2 Health and Life Sciences, Coventry University, Coventry, UK! {m.duncan, m.smith}@coventry.ac.uk! 3 Playgen Ltd., London, UK! kam@playgen.com! Pervasive Gaming for Language Learning! Layer  4  Enabling  technologies:  This  allows  us  to  evaluate  the  feasibility   and   relevance   of   exis6ng   technologies   in   suppor6ng   pervasive   and   gameful  learning  processes  and  addresses  specific  teaching  and  learning   challenges  and  opportuni6es  iden6fied  in  previous  layers.   Layer   3   Gameful   design:   This   maps   learning   mechanics/dynamics   with   game  mechanics/dynamics,  informing  the  design  of  user  experience  (UX),   gamified  prac6ce  and  pervasive  context.     Layer   2   Learning   Dynamics:   This   maps   out   ac6vi6es   with   associated   learning   objec6ves   (what   skills   to   apply,   what   knowledge   to   assess),   informing  the  content  and  context  of  learning,  spaces,  etc.     Layer  1  Learning  Plan:  This  emphasizes  the  need  to  ensure  pedagogical   design,   learner   needs   and   spa6al   considera6ons   inform   the   context,   mechanics  and  dynamics  of  the  intended  learning  process  and  ac6vi6es.     Students’ locational choices for individual and group working Physical space, digital needs and students’ dynamic! •  Students  and  lecturers  co-­‐designed  and  developed   a  gamified  solu6on  to  teaching  Italian  language   •  Crossings   between   pervasive   gaming   and   gamifica6on   •  Solu6on  to  complement  exis6ng  teaching   •  Collabora6on  mechanics  versus  Compe66on  mechanics     •  Compe66on   performed   beIer   at   engaging   learners   (Sports   Science,  n=94)  during  the  on-­‐boarding  phase  and  is  reflected   by  learners’  grades.     •  Collabora6on   mechanics   will   serve   a   longer   term   goal   once   learners  are  engaged  and  onboarded.   •  Assessment   (forma6ve)   would   engage   the   learners   beIer   as   the  use  of  a  new  plaPorm  should  be  put  in  a  more  formalised   context.       •  Students   types   are   key   to   designing   mo6va6on.   The   Sports   Science  students  for  instance  are  more  compe66ve,  hence  the   relevance   of   using   compe66on   mechanics   within   the   team   collabora6on.   Gamification platform for team working! A holistic and modular approach in thinking about pervasive learning design with special interest on games and gamification, aligning with the need to respond to the blurring of boundaries between physical and digital learning spaces and contexts.! Pervasive  learning  design  involves  being  aware  of  how  students   use  physical  and  digital  space  differently  and  the  ways  in  which   boundaries   are   blurred,   crossed,   or   removed   en6rely.   This   study   examined   the   ways   in   which   ‘group   working’   and   ‘individual’  spaces  are  blurred  through  the  use  of  technology  in   a  study  of  spa6al  prac6ces  in  the  university  library.   •  239  respondents   •  Students  adapted  spaces  for  their  own  needs,  regardless  of   the   intended   purpose,   highligh6ng   the   importance   of   acknowledging  student  types   •  Pervasive   learning   facilitated   through   the   use   of   mobile   technology  across  the  library