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
21st Century learning focuses on different skills and expertise that learners should develop for a s...
Research argues that digital educational games have the potential to make learning more interesting ...
The workshop on "Design your own gamified learning environment" is an introductory workshop to expos...
There is a need to harness the potential of a hybrid space in teaching and learning as digital and ...
Successfully blending real and virtual learning experiences remains challenging. Advances in mobile ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The transition from the pre-defined and often inflexible tools and practices of institutionalized ma...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Lear...
Innovation has changed teaching-learning processes; among the strategies that have been implemented ...
The term ’gameful learning’ has warranted an extensive research matter for gamifcation authorities a...
Abstract: In higher education, gamification offers the prospect of providing a pivotal shift from t...
With the improvements in technology, for quite a while instructional approaches having been going th...
21st Century learning focuses on different skills and expertise that learners should develop for a s...
Research argues that digital educational games have the potential to make learning more interesting ...
The workshop on "Design your own gamified learning environment" is an introductory workshop to expos...
There is a need to harness the potential of a hybrid space in teaching and learning as digital and ...
Successfully blending real and virtual learning experiences remains challenging. Advances in mobile ...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The transition from the pre-defined and often inflexible tools and practices of institutionalized ma...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Lear...
Innovation has changed teaching-learning processes; among the strategies that have been implemented ...
The term ’gameful learning’ has warranted an extensive research matter for gamifcation authorities a...
Abstract: In higher education, gamification offers the prospect of providing a pivotal shift from t...
With the improvements in technology, for quite a while instructional approaches having been going th...
21st Century learning focuses on different skills and expertise that learners should develop for a s...
Research argues that digital educational games have the potential to make learning more interesting ...
The workshop on "Design your own gamified learning environment" is an introductory workshop to expos...