Feb
4
OBJECTIVES 1. Integrate technologies, pedagogical and social perspectives of using pervasive, context-aware and gamified approaches ensuring that the BEACONING platform is innovative while also extending our scientific understanding and practice-based experiments of engaging a community of learners including those with disabilities with a more inclusive, connected and contextualised learning process.
2. Develop, implement and validate the BEACONING platform that: - leverages cutting-edge approaches including the Future Internet technology, mobile, gamification, pervasive gaming, procedural game content generation, game authoring, human-computer interfaces, learning analytics and problem-based learning model; - is usable, adaptable, extendable and sustainable.
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Feb
4
CONCEPT BEACONING’s concept is to digitally enable play-learn in everyday spaces fostering cross-subject learning, facilitated by personified gamified lesson plan where context-aware educational resources and ad-hoc learning in the surrounding environment can be triggered. BEACONING pragmatically addresses the needs of disabled learners, who are engaging with general education. BEACONING pilots the crossings of pervasive gaming and Gamification for learning, where playlearning can be situated in multiple spaces and contexts in line with the need to reduce the barriers of time and space. BEACONING’s holistic approach to ensure modularity, adaptability, scalability and sustainability
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Feb
4
BEACONING PROJECT adaptability, scalability and sustainability BEACONING’s concept is to digitally enable play-learn in everyday spaces fostering cross-subject learning, facilitated by personified gamified lesson plan where context-aware educational resources and ad-hoc learning in the surrounding environment can be triggered
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