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 language | English |
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Title of host publication | Serious Games, Interaction and Simulation |
Editors | Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho |
Publisher | Springer Verlag |
Pages | 9-14 |
Volume | 176 |
ISBN (Print) | 978-3-319-51054-5 |
DOIs | |
Publication status | Published - 8 Dec 2016 |
Event | 6th International Conference SGAMES 2016 - Porto, Portugal Duration: 16 Jun 2016 → 17 Jun 2016 |
Conference
Conference | 6th International Conference SGAMES 2016 |
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Abbreviated title | SGAMES 2016 |
Country/Territory | Portugal |
City | Porto |
Period | 16/06/16 → 17/06/16 |
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, 2016Keywords
- Serious games Gamification Playful learning Pervasive learning