360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION

G Downes, P McKevitt, TF Lunney, J Farren, C Ross

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Online distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.
LanguageEnglish
Title of host publicationUnknown Host Publication
EditorsR Walshe, D Perrin, P Cunningham
Place of PublicationBerlin, Germany
Pages116-121
Number of pages6
Publication statusPublished - Sep 2012
EventProc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012) - Carlton Hotel, Dublin Airport, Dublin, Ireland
Duration: 1 Sep 2012 → …

Conference

ConferenceProc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012)
Period1/09/12 → …

Fingerprint

educational content
television
learning environment
learning
distance learning
telecommunication
archaeology
producer
assets
history
management
education

Cite this

Downes, G., McKevitt, P., Lunney, TF., Farren, J., & Ross, C. (2012). 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. In R. Walshe, D. Perrin, & P. Cunningham (Eds.), Unknown Host Publication (pp. 116-121). Berlin, Germany.
Downes, G ; McKevitt, P ; Lunney, TF ; Farren, J ; Ross, C. / 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. Unknown Host Publication. editor / R Walshe ; D Perrin ; P Cunningham. Berlin, Germany, 2012. pp. 116-121
@inproceedings{4b184d2224254ef3b0a11f2952cf4c3d,
title = "360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION",
abstract = "Online distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.",
author = "G Downes and P McKevitt and TF Lunney and J Farren and C Ross",
year = "2012",
month = "9",
language = "English",
isbn = "978-3-8325-3240-6",
pages = "116--121",
editor = "R Walshe and D Perrin and P Cunningham",
booktitle = "Unknown Host Publication",

}

Downes, G, McKevitt, P, Lunney, TF, Farren, J & Ross, C 2012, 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. in R Walshe, D Perrin & P Cunningham (eds), Unknown Host Publication. Berlin, Germany, pp. 116-121, Proc. of the 23rd Irish Conference on Artificial Intelligence and Cognitive Science (AICS-2012), 1/09/12.

360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. / Downes, G; McKevitt, P; Lunney, TF; Farren, J; Ross, C.

Unknown Host Publication. ed. / R Walshe; D Perrin; P Cunningham. Berlin, Germany, 2012. p. 116-121.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION

AU - Downes, G

AU - McKevitt, P

AU - Lunney, TF

AU - Farren, J

AU - Ross, C

PY - 2012/9

Y1 - 2012/9

N2 - Online distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.

AB - Online distance learning is becoming more prevalent with increased developments in media content creation, Virtual Learning Environments (VLEs) and telecommunications technologies. Here, we propose the design and architecture of 360-PlayLearn, a software platform for consumers and producers of educational content bringing online education together with gamification and game-based learning (GBL), VLEs and interactive television (TV). 360-PlayLearn is underpinned by 360-MAM for essential Media Asset Management and 360-Cloud for hosting educational content and services. 360-PlayLearn, following a constructivist problem-based/project-centred approach, will widen access to educational content on STEM subjects, history, archaeology and general knowledge for people from all ages and backgrounds. Learning will be provided on desktop,mobile (smartphone, tablet) and TV devices. Future work will include implementation and testing of 360-PlayLearn within the ubiquitous arena of interactive TV.

M3 - Conference contribution

SN - 978-3-8325-3240-6

SP - 116

EP - 121

BT - Unknown Host Publication

A2 - Walshe, R

A2 - Perrin, D

A2 - Cunningham, P

CY - Berlin, Germany

ER -

Downes G, McKevitt P, Lunney TF, Farren J, Ross C. 360-PLAYLEARN: GAMIFICATION AND GAME-BASED LEARNING FOR VIRTUAL LEARNING ENVIRONMENTS ON INTERACTIVE TELEVISION. In Walshe R, Perrin D, Cunningham P, editors, Unknown Host Publication. Berlin, Germany. 2012. p. 116-121