Playful and Gameful Learning in a Hybrid Space

    Research output: Chapter in Book/Report/Conference proceedingChapter

    2 Citations (Scopus)

    Abstract

    There is a need to harness the potential of a hybrid space in teaching and learning as digital and physical experiences are merging and it is essential that the experience empowers the minds and practices, bridges formal and informal contexts and deepens the learning process. This paper elaborates on the playful nature of the use of games and gamification in creating contexts to a pervasive learning process including the Horizon 2020 Beaconing project as an example.
    Original languageEnglish
    Title of host publicationSerious Games, Interaction and Simulation
    EditorsCarlos Vaz de Carvalho, Paula Escudeiro, António Coelho
    PublisherSpringer Verlag
    Pages9-14
    Volume176
    ISBN (Print)978-3-319-51054-5
    DOIs
    Publication statusPublished - 8 Dec 2016
    Event6th International Conference SGAMES 2016 - Porto, Portugal
    Duration: 16 Jun 201617 Jun 2016

    Conference

    Conference6th International Conference SGAMES 2016
    Abbreviated titleSGAMES 2016
    CountryPortugal
    CityPorto
    Period16/06/1617/06/16

    Bibliographical note

    This conference paper, published in vol.176 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, is not available on the repository. It was given at the 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016

    Keywords

    • Serious games Gamification Playful learning Pervasive learning

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  • Press / Media

    Gamification Radio Talk Show

    Sylvester Arnab

    20/01/18

    1 Media contribution

    Press/Media: Expert Comment

    Cite this

    Arnab, S. (2016). Playful and Gameful Learning in a Hybrid Space. In C. V. D. Carvalho, P. Escudeiro, & A. Coelho (Eds.), Serious Games, Interaction and Simulation (Vol. 176, pp. 9-14). Springer Verlag. https://doi.org/10.1007/978-3-319-51055-2_2