Game Science in Hybrid Learning Spaces

Research output: Book/ReportBook

Abstract

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts.Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.Publisher: Taylor & Francis Ltd ISBN: 9781138239753 Number of pages: 220 Dimensions: 229 x 152 mm
Original languageEnglish
Place of PublicationUK
PublisherRoutledge Taylor & Francis Group
Number of pages220
Edition1
ISBN (Print)9781138239753, 9781138239760
Publication statusPublished - 20 May 2020

Publication series

NameDigital Games, Simulation and Learning
PublisherRoutledge, Taylor and Francis
No.6

Keywords

  • Game-based learning
  • Gamification
  • Game science
  • serious Games
  • Pervasive learning
  • hybrid learning spaces
  • Blended Learning
  • applied games
  • game design
  • Pedagogy

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • General
  • Software

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  • Activities

    • 1 Invited talk

    ‘Empathic and Experiential Gameful and Playful design practices’

    Sylvester Arnab (Speaker)
    13 May 2020

    Activity: Talk or presentationInvited talk

    Prizes

    Gamification Award for Education and Learning 2019

    Sylvester Arnab (Recipient), Samantha Clarke (Recipient), Alex Masters (Recipient), Jayne Beaufoy (Recipient) & Luca Morini (Recipient), 28 Jan 2020

    Prize: Prize (including medals and awards)

  • Gamification Award for Gamification Software 2019

    Sylvester Arnab (Recipient), Jayne Beaufoy (Recipient), Michael Loizou (Recipient) & Jackie Calderwood (Recipient), 22 Jan 2020

    Prize: Prize (including medals and awards)

    Outstanding Gamification Research

    Samantha Clarke (Recipient), Sylvester Arnab (Recipient) & Oliver Wood (Recipient), 26 Nov 2018

    Prize: Prize (including medals and awards)

  • Cite this

    Arnab, S. (2020). Game Science in Hybrid Learning Spaces. (1 ed.) (Digital Games, Simulation and Learning; No. 6). UK: Routledge Taylor & Francis Group.