I was recently invited to write a short blog post on Game Science for the British Educational Research Association (BERA) based on an article published on their SJR: Quartile 1 journal – British Journal of Educational Technology (BJET).
The use of game science in redesigning ordinary tasks is transforming everyday lives and most importantly injecting more fun in everyday contexts. The power of games to immerse and motivate, and the capabilities of games to foster and facilitate cognitive gain, awareness, and behavioural change have encouraged more games of this nature to be developed within a research context as well as to be deployed in real application setting.
The article describes a methodology for game science/game-based intervention development based on previous development experience that may inform future design and development for games and/or gamification with a purpose.
This piece of work, which has been published by the British Journal of Educational Technology (BJET) (see Arnab and Clarke 2017) emphasises on the need for best practices within a multi-disciplinary setting to be translated into a trans-disciplinary development methodology, which infuses knowledge from different disciplines and creates a unity of intellectual frameworks beyond the disciplinary perspectives. This infused methodological framework should act as a validated guide to inform a development process.
Read the blog post and/or the full article.
Had a productive Beaconing Virtual Workshop yesterday, where the partners demonstrated the current status of the various components that are also currently being integrated.
There are various components ranging from the game engine and authoring tool through to the analytics, PCG and context-aware components.
To break barriers of space and time in learning, there needs to be an overarching backbone that will bring these components together, and in our case it is the lesson paths that are being gamified and made more pervasive and context-aware. Each lesson path will be encapsulated by meta-game plots and narratives to provide a playful interface to the learning process, with key learning activities represented by a suite of mini-games and location-based activities. Please see the promo video in my previous post.
And the plot thickens with the need to support three different stakeholders i.e. learners, teachers and parents. The lesson path, analytics and dashboard teams are working hard to ensure that we take their needs and requirements into considerations.
Thanks to all the partners for the hard work to date and looking forward to the first integrated prototype by the end of the month.
Beaconing is in its second year now as described in my previous post. Can’t wait to see the first integrated platform by the end of April. The outcomes will be first showcased at the ELSE conference in Bucharest. So see you there!
In the mean time, please have a look at the promo video.
Small scale pilot and evaluation will commence in May and we hope to work with the stakeholders in the pilot schools across the partnering countries in Europe.
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