#BERA blog post on #GameScience methodology


I was recently invited to write a short blog post on Game Science for the British Educational Research Association (BERA) based on an article published on their SJR: Quartile 1 journal – British Journal of Educational Technology (BJET).

The use of game science in redesigning ordinary tasks is transforming everyday lives and most importantly injecting more fun in everyday contexts. The power of games to immerse and motivate, and the capabilities of games to foster and facilitate cognitive gain, awareness, and behavioural change have encouraged more games of this nature to be developed within a research context as well as to be deployed in real application setting.

The article describes a methodology for game science/game-based intervention development based on previous development experience that may inform future design and development for games and/or gamification with a purpose.

This piece of work, which has been published by the British Journal of Educational Technology (BJET) (see Arnab and Clarke 2017) emphasises on the need for best practices within a multi-disciplinary setting to be translated into a trans-disciplinary development methodology, which infuses knowledge from different disciplines and creates a unity of intellectual frameworks beyond the disciplinary perspectives. This infused methodological framework should act as a validated guide to inform a development process.

Read the blog post and/or the full article.

 

#BeaconingEU Meta-Game plot thickens


Had a productive Beaconing Virtual Workshop yesterday, where the partners demonstrated the current status of the various components that are also currently being integrated.

There are various components ranging from the game engine and authoring tool through to the analytics, PCG and context-aware components.

Slide1To break barriers of space and time in learning, there needs to be an overarching backbone that will bring these components together, and in our case it is the lesson paths that are being gamified and made more pervasive and context-aware. Each lesson path will be encapsulated by meta-game plots and narratives to provide a playful interface to the learning process, with key learning activities represented by a suite of mini-games and location-based activities. Please see the promo video in my previous post.

And the plot thickens with the need to support three different stakeholders i.e. learners, teachers and parents. The lesson path, analytics and dashboard teams are working hard to ensure that we take their needs and requirements into considerations.

Thanks to all the partners for the hard work to date and looking forward to the first integrated prototype by the end of the month.

#H2020 #BeaconingEU promo


1.1Beaconing is in its second year now as described in my previous post. Can’t wait to see the first integrated platform by the end of April. The outcomes will be first showcased at the ELSE conference in Bucharest. So see you there!

In the mean time, please have a look at the promo video.

Small scale pilot and evaluation will commence in May and we hope to work with the stakeholders in the pilot schools across the partnering countries in Europe.

Follow us on twitter and facebook and take a look at the official website.

What is your story? Cards – get them here


Screenshot 2016-05-06 18.57.38The ‘What is your story?’ cards were developed based on  Experience Design concept. It is my firm belief in focusing on a more human-centred design of solutions to real challenges.

Emphasising on understanding what experiences we want to facilitate will help us design effective solution or product. When you create an engaging interface to your services, you will be able to onboard your users better and faster and they will engage with your ‘content’ more. Personal investments in the onboarding stage will help them to invest more in what is on offer. However, it is key to ensure that level of participation is maintained with continuous engaging experience.

When I collaborated with Lauren Heywood on the design of the cards, we decided to remix the experience design approach into a more generic and playful solution for using story telling and narratives to enhance individual creativity towards collective intelligence. When used in a group of four for instance, creating narratives around the same set of cards will showcase the richness of ones experience and background that influence the stories they tell. And collectively, a shared narrative or solutions can be achieved.

 

And these cards have been used by peers internationally  and in many different iterations. They were designed to be generic enough to allow you to formulate your own games, workshops, tutorials, and best of all, they are free to download and use (CC by NC 4.0).

Please tweet us if you are using or adopting these cards. Would love to hear from you!

Tweet: @sarnab75 #GChangers #PlayRemixed

#Newton #CreativeCulture Kicked off #designthinking #games #play #gamification #culture


creative-cultures-logo-blue-redDMLL has recently received funding from NEWTON UK-SEA (AHRC + MoHE) programme to expand the impact of the GameChangers initiative into South-East Asia. The project is called CreativeCulture, which stands for ‘Creative and participatory transcultural practice and problem solving through game design and computational thinking’ and we are collaborating with Universiti Malaysia Sarawak (UNIMAS) based in Borneo, Malaysia. This is one of the two new spin-offs of the GameChangers movement initiative. 

The partnership will exploit existing expertise at the DMLL and UNIMAS, crossing various disciplines including game-based learning, design and computational thinking, creative economy, social informatics, pedagogy and cultural heritage. Innovative and industry-driven pedagogical approaches developed at the lab will be key to expanding the impact of the community participatory work UNIMAS has been spearheading in Malaysia, especially responding to the need to scale up quality and creative learning across the Malaysian Borneo.

The project was recently kicked off at the DMLL (14 – 17 February) in conjunction with the Remix Play Summit (15 Feb). We have had the pleasure to host Associate Prof Fitri Mohamad, Dr. Jacey–Lynn Minoi and Mr. Terrin Lim at the lab for the whole week, where they have been involved in the programme design sprint for the CreativeCulture programme. The DMLL team will be in Malaysia to conduct a series of workshop and small scale pilot in UNIMAS in August 2017.

Get your game on with @Disrupt_Learn and @BeaconingEU #gbl #gamification #pervasive


DMLL_logo_mainReferring back to my last post on the Beaconing project; we are in our second year with a critical milestone that concerns the development and integration of a demonstrator for showcasing the Beaconing ‘anytime anywhere’ gameful learning solution.

And we are looking for a new talent to join us at the Disruptive Media Learning Lab (DMLL) and be part of the Beaconing’s coordinating and leadership team. DMLL is a cross-university experimental unit comprising of academics, learning technologists, educational developers and researchers. The Lab is based in the heart of the campus, uniquely designed to promote open dialogues, collaborative work and exploratory play for all interested in defining the 21st century University.

Extract from the advert we have just put out. The deadline for application is 3rd March 2017. So chop chop people.

The Research Associate will undertake and play a lead role in the research, development and evaluation of pervasive and gamified approaches for the Horizon 2020 BEACONING Project (Beaconing.eu), which will include designing and developing pervasive and gamified learning scenarios (gamified lesson path design) and applications that promote cross-subject teaching and learning, recruiting and engaging with stakeholders/users, evaluating the impact and effectiveness of new and innovative education interventions through the collection and analysis of qualitative and quantitative data, and disseminating the findings.

Currently in its second year, the project is now at the integration phase of the gamified play-lesson plans, which involves working with relevant technical partners across the consortium towards the development, testing and piloting of the Beaconing solution.

BEACONING stands for ‘Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning’. The project aims to exploit and integrate pervasive, context-aware and gamified techniques and technologies, framed within the Problem-Based Learning context towards facilitating ‘anytime anywhere’ learning.

The Research Associate will also participate in other research activities (with a particular focus on Games Science) within the Disruptive Media Learning Lab (DMLL).

To apply please visit: https://staffrecruitment.coventry.ac.uk/tlive_webrecruitment/wrd/run/ETREC107GF.open?VACANCY_ID%3d830520Ef1E&WVID=1861420Izv&LANG=USA

Remix Play Summit 2017


Play, games and gamification have always been key concepts, instruments and methodologies for pushing our innovative teaching and learning agenda at the university and in other external research and innovation projects we are involved in. Collectively, the initiatives are branded as GameChangers.  I talked about Remixing Play in my previous post and I have since spoken about it and run workshops on it in various events..

The GameChangers team have been working hard to finalise the details for the Remix Play summit (Feb 15th, 2017)and we are happy to collaborate with key actors in the play and games domain, who are going to share their experiences and run interactive workshops with us.

Descriptions below (taken from the main GameChangers website, which is currently undergoing a total revamp). Please see the website for the confirmed speakers and workshop facilitators.

remix-play-gchangers-banner

The Remix Play Summit is hosted by Coventry University’s Disruptive Media Learning Lab (dmll.org.uk) with the aim of celebrating play in Higher Education. Moving beyond “gamification”, “serious games” and “game based learning”, the Remix Play Summit will examine the playful roots and meanings of these approaches and provide an interdisciplinary discussion space to explore the opportunities that play and playfulness can provide for both students and staff.

Questions for discussion include: What can play contribute to a “serious” learning environment? Can playfulness survive the increasing pressure students and staff are subjected to, to remain relevant in today’s rapidly changing world? Is there the risk that play becomes just another tool?

Through talks and hands-on workshops held by some of the leading figures in play, games and education studies (Ian Livingstone CBE, Bernie DeKoven, Sebastian Deterding, Nicola Whitton), we will seek to provide participants with the tools to build their own answers playfully, marking the beginning of new playful collaborations and experimentations with learning institutions and society at large.

The summit will be at the Disruptive Media Learning Lab, Coventry University, UK – 15th February 2017.

REGISTER HERE 

Big thank yous to the GChangers, event and web teams – Helen Keegan, Oliver Wood, Debra James,Cathryn Goodwin, Samantha Clarke, Luca Morini and Alex Master