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.
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This work has been co-funded by the EU under the H2020 Beaconing project, Grant Agreement nr. 687676.
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© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Arnab, S. (2017). Playful and Gameful Learning in a Hybrid Space. In: Vaz de Carvalho, C., Escudeiro, P., Coelho, A. (eds) Serious Games, Interaction and Simulation. SGAMES 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 176. Springer, Cham. https://doi.org/10.1007/978-3-319-51055-2_2
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DOI: https://doi.org/10.1007/978-3-319-51055-2_2
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