Quick video of #BeaconingEU Kick Off 19th January

1.1The Disruptive Media Learning Lab (DMLL), Coventry University hosted the BEACONING project kick off meeting from 19-20th January as described in my previous post, where 26 attendees representing 15 partners from 9 different countries came together for the first time to define a shared vision for the project over the next three years. The day and a half meeting covered many topics all delivered in a unique and interactive way to pave the way this ground breaking project set to change mind-sets and create new models and practices of teaching and learning.

The video is a quick overview of the kick off day. It was a shame that we didnt get to video all partners. The official project video is to come!

BEACONING stands for ‘Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning’ and will be focusing on ‘anytime anywhere’ learning by gamified techniques and technologies, framed under the Problem-Based Learning approach. The project is co-funded by the EU Horizon 2020 research and innovation programme under grant agreement No 687676.

The official website will be up and running soon – http://beaconing.eu

Follow us on Twitter – @BeaconingEU 

Hashtag – #BeaconingEU

#C4Rs kicked off to drive change

C4Rs-logoI mentioned this project on one of my previous posts. The Crowd4Roads (C4Rs) project is co-funded by the Eu Commission Horizon 2020 programme (€1.5 million, 7 partners, 3 years), and was finally kicked off in Anconna, Italy on 3-4 February 2016. The project will be looking at ride sharing and mobile crowd sensing of road quality, capitalising on the existing BlaBlaCar and SmartRoadSense technologies. Integration of best practices from both applications will help promote civic responsibility in inducing more sustainable and greener car usage patterns and by raising end-users’awareness on the conditions of the roads they travel. Collective intelligence can be harnessed to provide open data on the road conditions supporting better informed planning of road maintenance.

C4Rs partners at the KOM

Our role in the project is to offer expertise in gamification design to help enhance user experience and user engagement. The press release on the project and the official project website will be published soon.

A chapter on #seriousgames and #gamification for public health out now

The chapter I wrote on Game-Based Intervention in Public Health is finally published ‘online-first’ on Springer.


A short excerpt:

… The use of game technologies and techniques in the form of Serious Games and Gamification present an opportunity for the engaging mechanics and dynamics of game-play to be exploited in order to promote receptiveness to the serious message of public health campaigns. Longitudinal engagement with gamified platforms allows the facilitation of the recording and reasoning of large-scale health and wellbeing data. By better understanding knowledge, attitude and behavior of the “players” and assessing their progress continuously, personalized and actionable feedback can be provided to nurture healthier habits. The academic labelling and debate by semantics and taxonomy quantises the differences between Gamification and Serious Games. However, the aims of any of these terms are that they are all trying to solve a problem and motivate using game-based thinking and techniques (Kapp, 2012).

The generations who grew up playing electronic games increasingly represent and include both professionals and decision-makers in the healthcare sector, which makes increased receptiveness to this form of instruction becoming more apparent. If this receptiveness is coupled with the research required to validate and refine the use of game-based approaches across a wide range of applications, this may leads to exciting opportunities to address challenges existing interventions have so far failed to satisfactorily overcome. As the public health sector increasingly pressed to tackle chronic diseases and behaviours amongst the general population, the introduction and discussion put forward by this chapter, alongside the past and current projects in the area it highlights, suggests game-based interventions may form a critical part of a long-term strategy to address these challenges.

The diminishing boundaries between physical and digital spaces provide great opportunities for game-based approaches to be applied in everyday contexts. Game mechanics are becoming more pervasive as real and virtual interactions and events are merged within the context of game-play. The application of gamification and pervasive gaming, such as The Walk and ZombieRun demonstrate the potential for game-play to be a key catalyst for the nurturing of long-term healthy behaviour. As the sophistication of mobile and wearable technologies are advancing for instance, the potential for a more connected and seamless game-play experience within a hybrid space will be possible.

The future trend in games and gamification will thus exploit such a hybrid space, which will see the crossings between pervasive gaming and gamification that will inject gameplay into their surroundings and community. The advancement of the Internet of Things (IoTs), mobile technology and data analytics will allow everyday spaces to be transformed into a personalised playground enriched with contextual resources and activities. Self-reinforcement of personal healthcare will be more enhanced and engaging, relevant and ubiquitous. Anytime-anywhere healthcare when gamified will introduce playfulness, competition and collaboration- playful healthy ‘regime’, competition to drive self-improvement and collaboration to foster a community of health conscious citizens.

Research plays a key role in experimenting and providing evidence in the use of game technologies and concepts in the healthcare sector. The prospect of a gamified and pervasive health and wellbeing ecosystem can potentially affect the design and deployment of health strategy and policy in the future. Despite significant challenges for researchers in this domain in terms of the lack of standard methodologies or formulaic frameworks that guarantee success and efficacy, there are some empirical studies that can serve as benchmarks for establishing the scientific validity. There is thus a need to tap into best practices of such a multi-disciplinary domain and infuse knowledge from relevant disciplines within the application domain towards developing an infused and trans-disciplinary methodological framework that may act as a validated guide to inform the development process of a game-based approach….

Copyright Springer 2016

Live and Kicking #BeaconingEU #gamification #pervasivelearning


consortiumOn 19-20th January, we kicked off the BEACONING project, with 26 attendees representing fifteen partners from nine different countries coming together for the first time to define a shared vision and mission for the project over the next three years. We are excited with the prospect of the project, where we will exploit relevant techniques and technologies and innovate the way learning is facilitated. By using a gamified approach, we aim to inject the power of play that will encapsulate formal, informal, non-formal and social learning experiences within a contextualised narrative. This opens up opportunities for us to redefine and reconstruct learning in a hybrid learning space. The approach will be holistic to ensure that the innovation is relevant and sustainable. Also read my views on gamification as a tool for experience design.

The BEACONING platform will be a ubiquitous solution that exploits advances in user experience design, mobile communication, location-based and context aware systems, procedural content generation, pedagogy-driven gamification, learning analytics and cloud technology through innovative integration towards a blended learning space. 

 Large-scale pilots will validate and inform the development of the BEACONING ecosystem that democratises learning across and among fully abled and those with mild to moderate physical and mental impairments (age 15 to 24), undergoing general and vocational training. 


The official website will be up and running soon – http://beaconing.eu

Follow us on Twitter – @BeaconingEU 

Hashtag – #BeaconingEU