Midway through Beaconing


1.1The Beaconing project has just completed its first review (the first 18-month Reporting period) with success. Thanks to the reviewers and the EU Project Officer, we passed with no corrections; all deliverables excepted. We are highly inspired by the feedback from the reviewers with regards to the value of work we have completed so far, specifically the development and integration outcomes.

Beaconing aims to support anytime anywhere learning by exploiting gameful and location-based techniques and technologies. We believe that a strong narrative that encapsulates a learning journey and the flexibility to contextualise learning in real geo-locations are key elements to engaging learners with various educational activities and challenges. And most importantly, we would like to support the teaching and learning community in discovering new ways for creating a more playful lesson plan populated with gameful resources without the need to code or script.

The project has produced individual components, which are deemed to be exploitable, such as the gamified lesson path (GLP) taxonomy, context-aware activity authoring tool, the GLP authoring tool and the gameplot editor. As a platform, Beaconing will allow you to reuse and modify existing lesson paths (shared by the community of teachers) and also create new ones. Please see a brief overview of the project and achievements so far:

 

Coordinating a project as large as Beaconing is indeed a mammoth task. The commitment from the work package leaders and the whole consortium is key to our success so far. It is by no means perfect but we have come so far as a consortium since the kick off in January 2016 (read year 1 reflections). Personality, professionalism and relationships are three key elements which I found essential on top of the relevant expertise. And a huge shout out to my coordinating team at Coventry University!

What I also learnt as the coordinator of the project is that individuality is key to collective creativity. In our case, components which are created based on the individual expertise of the different partners are now being integrated into the Beaconing ecosystem with functionalities that can be exploited individually or collectively. It is time to work closely with the user segments in the different pilot sites to identify sustainability and exploitation.

As part of our activities in the second half of the project, we aim to widen our reach to the different market segments. The pilot is currently ongoing and we are excited with the prospect of testing out our solutions with the stakeholders.

We will also soon announce an EU-Wide Location-Based event. Watch this space!!! We are coming to you!

Follow us on twitter – @BeaconingEU

Check out our publications so far

Be inspired by simple gameplay


remixplay

A recently designed workshop concept on Remixing Play into a Gameplan has a key aim to make game-based design thinking more accessible to anyone with different literacies in game playing. As described in my previous post, “play is key to expanding and broadening our embodied experience with our surroundings. It is an exploratory and experiential means for incrementally, iteratively and continuously updating our understanding and interpretation of the various concepts, objects, people, emotions and the mapping between these variables“.

We need to focus on designing experiences suited for our target audience (clients, stakeholders, customers, students, employees, etc.), which will inform the types of services, products and/or technologies that can be used to facilitate those experiences. The act of play often produces intrinsic engagement and pleasure that enhance our interaction with services, products, problems, challenges, etc. It is therefore possible for us to be inspired by the mechanics of play for informing our strategy, design and construction of solutions that will be more human driven, more emotionally intelligent.

Simple example:

  • Challenge – how to increase sales of a product?
  • Inspiration – Hide and Seek with simple mechanics – Hiding and Seeking!
  • GamePlan – Hide rare items in products for customers to discover and collect. If done right, the Willy Wonka effect can be achieved when customers are encouraged to purchase more in order to stand a chance to discover those rare items.

The game plan can lead to a strategy, a service and/or a product! As the process is based on Design Thinking, it will be iterative, agile and incremental in order to refine the gameplan. The process will exploit playfulness and engagement to help encourage creativity and innovation.

The Remixing Play methodology has been implemented with different stakeholders. For example:

Embedded within a masters module (Sports Science, Coventry University)


Workshop with the Online Learning Educa community in Berlin


Experiential workshop with the industrial community in Trinidad

Slides used for the workshop in Trinidad: