Pervasive learning
Blending spaces
Blending context
Seamless learning
Flipped spaces
Flipped assessment? Challenges
Coventry university – looking at four projects
SH
Our learning space don’t seek to
distinguish between physical and digital, instead we can engage students in active learning and PRODUCTION wherever they are.
Gamification allow digital and physical contexts to merge!
Stage 1: Phase 1Trial, Sept 14 – Jan 15
Stage 2: Analysis and dissemination, Feb –July 15
Stage 3: Phase 2 trial (with moodle), Sept 15 – Jan 16
Stage 4: Analysis and dissemination, Feb – July 16
Outcomes:
Prelim analysis shows nature of module influence types of gamification e.g. Teams in competitive mode (Sports Science) demonstrated better grades for CW1
Prelim data to be published – ECGBL conference
Starquest exhibition – Gaminomics London, June 15
Reflections – uptake of new platforms would be more effective if introduced in the first year, social loafing is still an issue for collaborative mode in gamification
Data to be analysed from other faculties
Customer Relation Management
Co-creation
New technology – e.g. ibeacons etc.
Exploring different approaches
Pervasive game mechanics! – non technological solutions- can games and gamifcation change lives?
The crossings between gamification and pervasive gaming
1) physical experience; 2)mental challenge; 3) social experience; 4) immersion.
Pervasive learning
Blending spaces
Blending context
Seamless learning
Flipped spaces
Flipped assessment? Challenges
Coventry university – looking at four projects