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Dec 20

Beaconing*s contribution with PalermoCityChallengeGame @Gala conf. 2018

In connection with the GALA conference 2018 in Palermo, Italy, the hosting team of CNR under the lead of Manuel Gentile arranged a pre-event among offering local students to try out a geolocated game, called CityChallenge of Palermo, to get to know their city a little bit better. The city challenge game is an adaptable geolocated game developed within H2020 Beaconing project by PlayVisit. It can be adapted to every location. The version we played in Palermo had 13 locations in the streets of the historic centre of Palermo.

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Dec 17

BEACONING Artwork Takes Off

Coventry University have been developing new artwork and narratives for the ‘meta-game’ plots of the BEACONING platform. Our intention was to create examples of three structured narrative formats, as a complement to the meta-game narratives already available for Teacher Authoring of Gamified Lesson Plans (GLP). Coventry University will conduct research around the use of these structures within the BEACONING platform. Over the past six months, two talented Student Activators from the University’s Illustration programmes have been working with the Disruptive Media Learning Lab team at Coventry University to devise, select and develop characters to be the protagonists of these structured narratives. Two principal characters, Professor Tibia and Professor Rob, have been created by Student Activators Rachael Till and Vytautas Vasiliuskus. The meta-game narratives have been built by Coventry University Research Associate Dr Jackie Calderwood, with guidance from BEACONING partners at Succubus and Playsoft for scripting into the level and scenario editors. Teachers can select from the different narratives available and build a series of GLP encounters for their students that draw on the stories emerging:

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Dec 17

Location Based Learning Proves Popular with Information Systems Undergraduates

This autumn BEACONING project researchers from Coventry University have been working with college staff and students from CU Coventry on a small pilot testing out various aspects of the platform with third year undergraduate students who are taking the Information Systems (Advanced) module. Over the six-week module, students experienced three different styles of BEACONING meta-narrative and a range of educational mini-game formats, played at workstations during course sessions. For the final week, in preparation for an end-of-module assessment, students were invited to try out a Location Based Game using QR codes and their own smartphones. The game was designed to introduce them to different student facilities within the main Coventry University Library whilst also challenging them to recall prior learning with a series of located mini-games, quizzes etcetera taken from the previous weeks’ Gamified Lesson Plans.

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Dec 10

BEACONING @ Digital Education Stakeholder Meeting

On December 10th 2018, during the Digital Education Stakeholder Meeting in Luxemburg, the Beaconing team presented the achievements and the customizable gamified learning experiences of the project. Besides the presentation of the result of the Beaconing project, the team had the opportunity to met other team members from the H2020 projects, to exchange expertise across the projects and to establish new collaborations.

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Dec 9

Beaconing @ ICT 2018 Exhibition

On December 04th-06th 2018, the BEACONING project was presented by a team from Coventry University, BIBA, ATS and Geomotion, within the ICT-2018 Exibition, which took place in Vienna. The general exhibition was guided this year by three themes: “Inspiring a Digital Society”, “Creating Networks & Technology” and “Transforming Industry & Economy”. The event included a major exhibition of EU-funded research and innovation projects from current and previous Framework Programmes showcasing the best accomplishments and pioneering results. The ICT-2018 Exhibition was organised by the Directorate-General for Communications Networks, Content and Technology (DG CONNECT) and presented the initiatives which support the Digital Single Market. Having as main objectives the presentation, the promotion, receiving feedback and investigate possible collaborations for our project, the team also encouraged the participants to take part in a Beaconing challenge, to discover and to explore gamified learning expriences, using the tools created within the project, being offered at the end of the challenge a prize for the winner.

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