The first #Gamification conference in Finland #Gamifin2017


It was a pleasure to be invited to speak at the first Gamification conference (GamiFIN 2017) in Finland. Finland has key players in games and gamification, such as Juho Hamari (the first Professor in Gamification). It is good to finally meet him in person. His systematic review of the literatures in the domain has been very useful and I have quoted it many times.

Juho presented his updated findings in his keynote at the conference (Day 2). The paper should be published soon. Looking forward to it.

Sebastian Deterding, a Reader at the University of York opened the conference with his keynote on theories and gamification, raising interesting insights and questions on how we need to conduct studies on the impact of gamification at a more granular level. What is actually working within the gamification process and system.

It was an interesting day filled with presentations on the various applications of gamification – both digital and non-digital. It was inspiring to hear about the different experiences and insights that came out of the experiments, pilots and actual implementation within real operational environments.

I closed day 1 with a keynote that emphasised on going back to basics and being inspired by the act of play and gameplay to inform the design of engaging experiences. Gamification is just a tool that can help us design such experiences.

Well done to the organisers, especially Jari Multisilta and Pauliina Tuomi of TUT. And Kristian Kiili, it was fab to see you again!

More tweet pics.

 

Game-based intervention design meets Design Thinking


It was a great pleasure to run a one-day workshop with Daniel Meusburger with the University of Munich on 6th May 2017. A weekend well spent.

The workshop merged the transdisciplinary considerations for game-based intervention design and the design thinking methodology for empowering non-game designers to design their own playful and gameful strategies. The participants are involved in psychology and clinical research within the context of interventions for children with learning disorders. And this is part of their project for developing digital and online hub for supporting children and professionals, such as teachers, parents, support workers, etc. Picture1

This calls for a methodology with rigour that will ensure that the change objectives and measures intended for the proposed intervention programme are emphasised in the design process. The specific slide deck for the transdisciplinary approach is shared below. And you can read more here.

The group achieved first iteration of their design for interventions related to learning disorders and it is my hope that they will adopt and adapt the approach to develop programmes that will be implemented.

 

 

#BeaconingEU showcased at #Else2017


We managed to meet our milestone for the end of April and presented what we have developed so far at the ELSE Conference 2017 as one of the 1/2 day workshops. It was pretty intense with quite a variety of prototypes to show- from the integrated gamified lesson path through to the location-based game authoring and the actual pervasive games that was designed specifically for the workshop.

Introduction slides for the workshop:

 

A quick introduction to our lesson path approach:

Some tweets from the day, also featuring the winners from the workshop on the day – the pervasive game, teacher feedback and student feedback. Well done to all and well done to the Romanian partner for making it a success.

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