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@disrupt_learn Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach Sylvester Arnab 1 , Gemma Tombs 1 , Michael Duncan 2 , Mike Smith 2 , Kam Star 3 1 Disruptive Media Learning Lab, Coventry University, Coventry, UK {s.arnab, g.tombs}@coventry.ac.uk 2 Health and Life Sciences, Coventry University, Coventry, UK {m.duncan, m.smith}@coventry.ac.uk 3 Playgen Ltd., London, UK [email protected] Pervasive Gaming for Language Learning Layer 4 Enabling technologies: This allows us to evaluate the feasibility and relevance of exis6ng technologies in suppor6ng pervasive and gameful learning processes and addresses specific teaching and learning challenges and opportuni6es iden6fied in previous layers. Layer 3 Gameful design: This maps learning mechanics/dynamics with game mechanics/dynamics, informing the design of user experience (UX), gamified prac6ce and pervasive context. Layer 2 Learning Dynamics: This maps out ac6vi6es with associated learning objec6ves (what skills to apply, what knowledge to assess), informing the content and context of learning, spaces, etc. Layer 1 Learning Plan: This emphasizes the need to ensure pedagogical design, learner needs and spa6al considera6ons inform the context, mechanics and dynamics of the intended learning process and ac6vi6es. Students’ locational choices for individual and group working Physical space, digital needs and students’ dynamic Students and lecturers codesigned and developed a gamified solu6on to teaching Italian language Crossings between pervasive gaming and gamifica6on Solu6on to complement exis6ng teaching Collabora6on mechanics versus Compe66on mechanics Compe66on performed beIer at engaging learners (Sports Science, n=94) during the onboarding phase and is reflected by learners’ grades. Collabora6on mechanics will serve a longer term goal once learners are engaged and onboarded. Assessment (forma6ve) would engage the learners beIer as the use of a new plaPorm should be put in a more formalised context. Students types are key to designing mo6va6on. The Sports Science students for instance are more compe66ve, hence the relevance of using compe66on mechanics within the team collabora6on. Gamification platform for team working A holistic and modular approach in thinking about pervasive learning design with special interest on games and gamification, aligning with the need to respond to the blurring of boundaries between physical and digital learning spaces and contexts. Pervasive learning design involves being aware of how students use physical and digital space differently and the ways in which boundaries are blurred, crossed, or removed en6rely. This study examined the ways in which ‘group working’ and ‘individual’ spaces are blurred through the use of technology in a study of spa6al prac6ces in the university library. 239 respondents Students adapted spaces for their own needs, regardless of the intended purpose, highligh6ng the importance of acknowledging student types Pervasive learning facilitated through the use of mobile technology across the library

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@disrupt_learn

Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach!

Sylvester Arnab1, Gemma Tombs1, Michael Duncan2, Mike Smith2, Kam Star3! !

1 Disruptive Media Learning Lab, Coventry University, Coventry, UK!{s.arnab, g.tombs}@coventry.ac.uk!

2 Health and Life Sciences, Coventry University, Coventry, UK!{m.duncan, m.smith}@coventry.ac.uk!

3 Playgen Ltd., London, [email protected]!

Pervasive Gaming for Language Learning!

Layer  4   Enabling   technologies:  This   allows  us   to  evaluate   the   feasibility  and   relevance   of   exis6ng   technologies   in   suppor6ng   pervasive   and  gameful   learning  processes  and  addresses  specific  teaching  and   learning  challenges  and  opportuni6es  iden6fied  in  previous  layers.  Layer   3   Gameful   design:   This   maps   learning   mechanics/dynamics   with  game  mechanics/dynamics,  informing  the  design  of  user  experience  (UX),  gamified  prac6ce  and  pervasive  context.    Layer   2   Learning   Dynamics:   This   maps   out   ac6vi6es   with   associated  learning   objec6ves   (what   skills   to   apply,   what   knowledge   to   assess),  informing  the  content  and  context  of  learning,  spaces,  etc.    Layer  1   Learning  Plan:   This  emphasizes   the  need   to  ensure  pedagogical  design,   learner   needs   and   spa6al   considera6ons   inform   the   context,  mechanics  and  dynamics  of  the  intended  learning  process  and  ac6vi6es.    

Students’ locational choices for individual and group working

Physical space, digital needs and students’ dynamic!

•  Students  and  lecturers  co-­‐designed  and  developed  a  gamified  solu6on  to  teaching  Italian  language  

•  Crossings   between   pervasive   gaming   and  gamifica6on  

•  Solu6on  to  complement  exis6ng  teaching  

•  Collabora6on  mechanics  versus  Compe66on  mechanics    •  Compe66on   performed   beIer   at   engaging   learners   (Sports  

Science,  n=94)  during   the  on-­‐boarding  phase  and   is   reflected  by  learners’  grades.    

•  Collabora6on   mechanics   will   serve   a   longer   term   goal   once  learners  are  engaged  and  onboarded.  

•  Assessment   (forma6ve)   would   engage   the   learners   beIer   as  the  use  of  a  new  plaPorm  should  be  put  in  a  more  formalised  context.      

•  Students   types   are   key   to   designing   mo6va6on.   The   Sports  Science  students  for  instance  are  more  compe66ve,  hence  the  relevance   of   using   compe66on   mechanics   within   the   team  collabora6on.  

Gamification platform for team working!

A holistic and modular approach in thinking about pervasive learning design with special interest on games and gamification, aligning with the need to respond to the blurring of boundaries between physical and digital learning

spaces and contexts.!

Pervasive  learning  design  involves  being  aware  of  how  students  use  physical  and  digital  space  differently  and  the  ways  in  which  boundaries   are   blurred,   crossed,   or   removed   en6rely.   This  study   examined   the   ways   in   which   ‘group   working’   and  ‘individual’  spaces  are  blurred  through  the  use  of  technology  in  a  study  of  spa6al  prac6ces  in  the  university  library.  •  239  respondents  •  Students  adapted  spaces  for  their  own  needs,  regardless  of  

the   intended   purpose,   highligh6ng   the   importance   of  acknowledging  student  types  

•  Pervasive   learning   facilitated   through   the   use   of   mobile  technology  across  the  library