BEACONING (H2020, 2016-2018, Coordinator): The project is looking into supporting anytime anywhere learning by promoting a more pervasive, contextualised and gamified teaching and learning. This project will potentially provide insight into engagement with students within the context of STEM looking at the pervasive and gamified approach.
Crowd4Roads – C4Rs (H2020, 2016-2018, Partner): An innovative H2020 initiative combining smart sensing, ride sharing and gamification applications to harness collective intelligence for providing open data towards boosting traffic conditions on the continent and raising awareness on eco-sustainability issues.
The GameChangers programme (co-founder, 2014 – current): A programme set up for embedding playful and gameful methodologies in teaching and learning. I co-founded the GameChangers concept with Helen Keegan in 2015 as a response to the increasing interest in the use of games and gamification in education. The trans-disciplinary and holistic model for game design and development that I developed has been used to inform the investigation of design thinking pedagogy based on game development. Being a first mover in HE and specifically in Coventry, activities within this strand have produced practice initiatives, which is mainly focused in the shift towards design based learning with learners developing their own gameful solutions, and with that a cultural shift from provision to production, empowering learners to use open and connected approaches to game design, influenced by design sprints and design thinking. GameChangers has grown to gradually absorb other game-based activities responding to custom requests and helping to develop particular faculty- and course- specific interventions, as well as incorporating flipped and Lego Serious Play (LSP) approaches in sprints. We now have five members of the DMLL team trained in LSP. A summary of initiatives and tools being implemented so far are:
- Live-Action (EscapED, BewilderED)
- Paper-based games (‘What is your story’ cards, non-linear narratives)
- Open course on game design thinking (online resources, workshops, such as ‘Remixing Play into a Game Plan’, ADD+vantage, etc.)
- Thinking with your hands (Lego SeriousPlay, Remixing the ordinary)
- Pervasive gaming/Serious Gaming (Imparapp, Beaconing)
- Gamification (Starquest, Crowd4Roads PlayingForReal)
Mobile GameChangers and CreativeCulture (HEFCE, NEWTON 2017-2019, Principal Investigator): Spin off from the GameChangers initiative (gamify.org.uk) to develop, implement and pilot game design thinking for creative and inclusive education in the UK as well as in Malaysia. The HEFCE GameChangers has now been absorbed into the main GameChangers initiative and CreativeCulture official website is here.
Pegaso (FP7, 2013-2017, Named Co-investigator): The PEGASO project will develop a multi-dimensional cross-disciplinary ICT system that will exploit sophisticated game mechanics to motivate behavioural changes towards healthier lifestyles and prevent overweight and obesity in the younger population.
MAGELLAN (FP7, 2014-2017, Named Co-Investigator): MAGELLAN’s overall vision is to enhance the creativity of people by establishing a web platform for cost-effectively authoring, publishing, executing, and experiencing location based games. This unique integrated web-based infrastructure will be targeted at both skilled professional authors, but also at everyday authors without deep technical skills. MAGELLAN will be underpinned by scientific research into the principles and technologies of creative and location-based experiences in order to ensure that the platform is innovative while also extending our broader scientific understanding of creativity. I am a named co-investigator on the project.
Playing For Real – Gamification for Hard-To-Reach (Erasmus+, 2014-2016, Knowledge Partner)– Research and practice on the use of gameful design in engaging the hard-to-reach group.
Games and Learning Alliance – GALA (FP7, Oct 2010 – Dec 2014): The GALA network aims to shape the scientific community and build a European Virtual Research Centre (VRC) aimed at gathering, integrating, harmonizing and coordinating research on Serious Games and disseminating knowledge, best practices and tools as a reference point at an international level.
PR:EPARe (2010-2012, Development Lead) Development of a game for Relationships and Sex Education (RSE). PR:EPARe stands for Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships.