Apr
22
It was great to meet again the other partners in Barcelona for our first workshop, three months after the Kickoff here in Coventry, and finally getting our hands dirty at trying and designing scenarios!
This is frankly a huge project, which means working with people speaking very, very different, languages. This is not so much about our different national idioms, those are the easy and enriching part, this is about the plural and even contrasting disciplinary languages and perspectives, and working out if we are talking about the same thing when actually you are not. So “requirements” had indeed a very different meaning for everyone, depending on them being “game people”, business people, engineers or learning specialists (and everything in between).
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Feb
10
BEACONING builds upon the expertise of strong industrial partners: ORT, SUCCUBUS - Succubus Interactive, Advanced Technology Systems, Imaginary Srl, GEOMOTION - Geomotion Games S. L., INFINITY, PLAYSOFT, SEBIT, HFC - Hands Free Computing and SIVECO - Siveco Romania
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Feb
10
The consortium capitalises on the existing synergies between key R&D partners: COVUNI - Coventry Univeristy, HWU - Herriot-Watt University, BIBA - Bremer Institut für Produktion und Logistik GmbH, INESC TEC Porto - Instituto de Engenharia de Sistemas e Computadores and UCM - Universidad Complutense de Madrid.
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Feb
10
Coventry University coordinates a network of 15 partners from 9 European countries: UK, France, Germany, Italy, Poland, Portugal, Romania, Spain and Turkey.
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Feb
4
BEACONING ecosystem BEACONING implements an ecosystem of pervasive learning experiences driven by gamified and game-based lesson plans. - the core BEACONING Platform supporting services and communication framework with a focus on interoperability and governing industrial practices; - context-awareness providers that will supply location and sensory information; - a multi-platform game and graphics engine coupled with a reuse-driven assets library which will be employed for digital game integration; - a modular play-learn authoring tool with procedural content generation; - procedural content generation guidelines to assist content reuse in pervasive learning ecosystems; - a gamified user interface with social elements; - integration of a learning semantics and learning analytics system; - gamified and game-based lesson plans and assessment metrics.
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