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Sylvester Arnab

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Researcher, practitioner, author, and speaker of empathic and experiential playful and gameful design practices.

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Category: Gamification

The Be-attitudes of ‘Think Hybrid’

My previous post emphasises on the importance of a more hybrid approach when it comes to using gamification as an experience … More

beaconingeu, design thinking, game design, game-based intervention, game-based learning, gameful design, games, gamification, GBL, pervasive learning, serious games

Think Hybrid

I have been talking about hybrid solutions powered by games and play as inspirations a lot this year. Our projects … More

games, gamification, GBL, hybrid, hybrid learning, pervasive learning

Experimenting #Gamification in the #Farming Sector CSA

I have been very fortunate when it comes to engaging with the various sectors beyond my immediate research and development … More

farming, games, gamification, play

#BeaconingEU and #C4Rs at #ECGBL17

ECGBL is a mecca for game-based learning researchers, developers and practitioners. It is great to be here again and this … More

game-based learning, games, gamification, GBL, serious games

Midway through Beaconing

The Beaconing project has just completed its first review (the first 18-month Reporting period) with success. Thanks to the reviewers … More

creativity, disruptive technology, games, gamification, GBL, pervasive gaming, pervasive learning, playful learning

CreativeCulture in Borneo

Since the launch of GameChangers in 2015, the initiative has produced two spin-out projects- Mobile GameChangers and CreativeCulture funded by … More

design thinking, game design, game-based learning, gamification, newton, play, playful learning

C4Rs: Drive and sense smart

As part of the stakeholder engagement plan for the Crowd4Roads project (C4Rs – a project that is funded under the … More

c4rs, collective awareness, gamification, smart sensing

GameChangers showcase

The GameChangers initiative has been a key staple at Coventry University, aiming to embed playful and gameful approaches in our … More

games, gamification, play

#DisruptiveBytes – EU-Funded Game-based projects

In the spirit of collaboration amongst the different Eu-Funded projects, we organised a short lunchtime seminar to showcase the work … More

games, gamification, GBL, pervasive gaming, pervasive learning

Playing for Real – into a research paper

The Playing for Real project ended September 2016 and it has produced guidelines for how gamification can inspire social change. … More

games, gamification, play, social change, social good

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agile arg art beacon beaconingeu book boston casual games co-design collaboration collective awareness conference context-aware creativity crowd funding culture design thinking disruptive technology DMLL dopamine effect education education-as-project erasmusplus fellowship flipped classroom flow game-based intervention game-based learning game design gameful gameful design games game science gamification GBL gchangers health hybrid hybrid learning Institute of Play intervention mapping learning learning analytics lego malaysia MIT mobile games NE news newton pervasive pervasive gaming pervasive learning phd play playful learning playing4real playremixed pr:epare research seamless learning serious games serious games mechanics sex education smart sensing social social change social good student-as-product study visit teaching technology tedx trans-disciplinary writing
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