Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.

Remixing PLAY for Inclusive Learning

471 Aufrufe

Veröffentlicht am

Slides for the DSAI conference Keynote, Dec 2nd 2016

Veröffentlicht in: Bildung
  • Als Erste(r) kommentieren

  • Gehören Sie zu den Ersten, denen das gefällt!

Remixing PLAY for Inclusive Learning

  1. 1. Sylvester Arnab, PhD Reader in Game Science Disruptive Media LearningLab(DMLL.org.uk) CoventryUniversity, UK @sarnab75 #gamification #BeaconingEU Remixing play for inclusive learning
  2. 2. Disruptions and Opportunities
  3. 3. http://dmll.org.uk/projects/
  4. 4. Motivation
  5. 5. https://youtu.be/zCt_MzsnIUk?list=PLH-T358uPi7fY1nz0B9d4BOMjXsHY6-Nc
  6. 6. Remixing play - Experience Design
  7. 7. “Games are a particular manifestation of play, not its totality… They happen to be a good starting point for an investigation of play… …because the formality of their rules makes the machinery of play easier to observe and analyse” (Upton, 2015 p.11) http://chronicle.com/article/The-Looming-Gamification-of/233992
  8. 8. https://www.youtube.com/watch?v=_09P3MB-D9s
  9. 9. Game design thinking for creativity Needs analysis Pick common games Strategy- mechanics mapping Design a gameplan Pitch/imple ment your gameplan
  10. 10. Holistic approach
  11. 11. Individuality is important for Collective Creativity https://www.youtube.com/watch?v=sHc0VdL-etM
  12. 12. Hybrid and Live Action https://www.youtube.com/watch?v=rKAchVcNsQE
  13. 13. Gamification for social good (PlayingForReal.eu)
  14. 14. 1 2 3 4 5 6 7 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
  15. 15. www.beaconing.eu LEARNING SHOULD BE... Anytime anywhere 1 Pervasive and context- aware 2 Pedagogically driven 3 PLAYFUL 4 Accessible and Inclusive 5 Analyzable/ traceable 6
  16. 16. Merging Physical and Digital
  17. 17. Crossings between Pervasive Gaming and Gamification?
  18. 18. Mission A Mission B Mission C Lesson path Meta-Game Narratives = level up point e.g. secret door, unlocking level, etc… = activities/quests e.g. location based tasks, mini games, classroom work, etc…
  19. 19. Lesson path Meta-Game Narratives
  20. 20. Pedagogy and Learner driven design of the gamified experience Conclusions Appetite for Playful, Gameful and Hybrid learning experience Technologically challenging – blending context, assessment… Holistic and Inclusive Participatory
  21. 21. Thank You! @sarnab75 #gamification @beaconingEU Sylvester Arnab, PhD Reader in Game Science s.arnab@coventry.ac.uk Blog: https://sylvesterarnab.com/

×