Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach

  • Sylvester ArnabEmail author
  • Gemma Tombs
  • Michael Duncan
  • Mike Smith
  • Kam Star
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9599)


This paper discusses our perspectives on pervasive learning based on live projects at the Disruptive Media Learning Lab, UK (, aligning with the need to respond to the blurring of boundaries between physical and digital learning spaces and contexts. The paper describes a holistic and modular approach in thinking about pervasive learning design and with special interest on games and gamification. Findings are presented on a study carried out on physical learning spaces and students’ engagement with these spaces (digital and physical). The paper also describes a pilot on the use of game mechanics in a blended learning environment. The findings will inform other projects that are investigating the crossings between gamification and pervasive gaming, including the potential of indoor mobile communication to support context-aware resources and future ‘learning spaces’. The holistic model may inform future initiatives in integrating knowledge, tools and services towards facilitating a pervasive and technology-enabled learning exploiting both physical and digital contents and contexts.



The work has been funded by the DMLL. The authors would also like to acknowledge Playgen Ltd.


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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Sylvester Arnab
    • 1
    Email author
  • Gemma Tombs
    • 1
  • Michael Duncan
    • 2
  • Mike Smith
    • 2
  • Kam Star
    • 3
  1. 1.Disruptive Media Learning LabCoventry UniversityCoventryUK
  2. 2.Health and Life SciencesCoventry UniversityCoventryUK
  3. 3.Playgen Ltd.LondonUK

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