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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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Tag: gamification

2020 and beyond…

2019 has been the year of consolidation – an organic transition of the team’s ‘player’s journey’ from ‘discovery and onboarding’ … More

games, gamification, GBL, play, playful learning, research

Press Pause…

It has been a while since I last published a post. Yes. This year has been pretty hectic so far. … More

gamification, GBL, play

Can educators be a game designer and a co-author of gamified learning?

Games, which are more readily embedded into existing educational  practices, are more likely to be accepted by educators as useful … More

creativity, culture, games, gamification, GBL, malaysia, research

@Disrupt_Learn and colleagues at #ECGBL2018 representing #GChangers @_myCapsule @BeaconingEU #GBL #Gamification

ECGBL is the place to be if you are a researcher, practitioner, enthusiast, developer and designer of game-based learning. ECGBL … More

gamification, GBL, play, serious games

On boarding into playful creativity

We have worked with various stakeholders on a creative design process with play and games inspirations in mind. GameChangers, specifically … More

game design, games, gamification, gchangers

CreativeCulture workshop in Coventry, 8th Oct

The CreativeCulture project, an extension of the main GameChangers initiative, has enabled us to work with our project partner, UNIMAS … More

games, gamification, malaysia

C4Rs.eu at VSGames 2018

There is a number of evidence that suggests that games and gamified applications can drive collective action in the real … More

collective awareness, games, gamification, PCG, smart sensing

Silence is Golden – where action speaks louder

Yes was pretty quiet on the blogging side for the past 3 months. Was on the fast lane… not stopping … More

creativity, culture, disruptive technology, games, gamification, play, research, social

Co-creativity inspired by play and games

Recently keynoted at the ever so successful Remix Play 2 Summit at Coventry University’s Disruptive Media Learning Lab. Huge congratulations … More

design thinking, gamification, GBL, serious games

Trans-disciplinary model for Game-Based Intervention design

The design and development of game-based application aimed at serious purposes has to consider considerations from relevant disciplines. And it … More

games, gamification, GBL, intervention mapping, serious games

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Top 5 Posts

  • Breaking Barriers through I-HEDU: A new project funded by the British Council UK-Indonesia Disability Inclusion Partnerships Grant
    Breaking Barriers through I-HEDU: A new project funded by the British Council UK-Indonesia Disability Inclusion Partnerships Grant
  • Building Inclusive Research Cultures in Indonesia: Reflections from Our BRIDGE-HE Visit to Tidar and Malang
    Building Inclusive Research Cultures in Indonesia: Reflections from Our BRIDGE-HE Visit to Tidar and Malang
  • From Pilot to Practice: Evaluating Playful Learning in Project Management through RE:PLAY
    From Pilot to Practice: Evaluating Playful Learning in Project Management through RE:PLAY
  • GameChangers: A Decade of Playful, Frugal and Participatory Innovation
    GameChangers: A Decade of Playful, Frugal and Participatory Innovation
  • The Book - Part 4 - Open education, free play, and pervasive gameplay...
    The Book - Part 4 - Open education, free play, and pervasive gameplay...

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