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Mobile Learning International Conference February 28 th to March 2 nd 2014 Madrid Iza Marfisi-Schottman Sbastien George 2 (F REINET , 1993) (D OISE ET AL ., 1975) (J OHNSON ET AL ., 1998) (D ONDLINGER , 2007) (R UBNER , 2012) (D AMASIO ,


  1. Mobile Learning International Conference February 28 th to March 2 nd 2014 – Madrid Iza Marfisi-Schottman Sébastien George

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  3. (F REINET , 1993) (D OISE ET AL ., 1975) (J OHNSON ET AL ., 1998) (D ONDLINGER , 2007) (R UBNER , 2012) (D AMASIO , 1995) (A RDITO ET AL . 2012) (L OISEAU ET AL . 2013) 3 ML 2014

  4. (B JÖRK AND H OLOPAINEN , 2004) (G ÓMEZ ET AL . 2013) (K LOPFER AND S QUIRE , 2008) 4 ML 2014

  5. (D ANIEL ET AL ., 2009) (B IANCHI -B ERTHOUZE , 2013) 5 ML 2014

  6. (G EORGE AND S ERNA , 2011) 6 ML 2014

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  8.  Design challenges  Combined challenges in 3 domains  Mobile Learning  Collaborative Learning  Learning Games  Added challenge of creating effective synergy  Game Patterns that naturally integrate these mechanics  Live action role-playing game  Mystery game  Treasure hunt  … 8 ML 2014

  9.  Game:  Participants play a role with specific goals  Mobility:  Real setting  Reconstructed environment H EROIC FANTASY LARP  Collaboration:  Complementary roles  Contradictory goals  Educational potential:  Practicing social skills  Understanding complex subjects without a given solution  Understanding complex mechanisms involving several actors L ARP BATTLEFIELD EQUIPMENT 9 ML 2014

  10.  Game:  Collect and analyze clues to solve the mystery  Mobility: P UBLIC L IBRARY M URDER G AME  Real setting with real objects  Actors  Collaboration:  Negotiation to collect or trade information  Educational potential:  Case based teaching (medical, engineering, law cases …) F ORT W ORTH - S OLVE THE CASE !  Practice theoretical knowledge to solve a complex case 10 ML 2014

  11.  Game:  Follow a series of clues to find a hidden treasure  Explore and get familiar with environment  Mobility: B IOLOGY S CAVENGER H UNT  Interact with real items  Explore Locations of interest  Collaboration:  Organization to collect and trade information  Educational potential:  Learn about the characteristics of real items, locations and environment G EOCATCHING 11 ML 2014

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  13.  Use and maintenance challenges  Testing game before  Adapting game to educational needs  Using available devices  Tools to help teachers:  Design their own MCLGs and Understand the mechanisms under the lid to adapt them  Monitor the student’s progression in the game and Adjust the scenario in real time  Deploy MCLGs on the available mobile devices and fully integrate them to their course 13 ML 2014

  14.  Authoring tools for teachers that offer: Game Patterns  A set of pre-made game shells  Maximum adaptation  Automatic generation of functional games  Improve existing authoring tools for LGs: E A DVENTURE (M ORENO -G ER ET AL ., 2008) S TORYTEC (M EHM ET AL ., 2009) G AME S HELLS (T HIAGARAJAN ET AL ., 2003) L EGADEE (M ARFISI ET AL ., 2008)  Add game shells for MCLGs game patterns  Guide choice and use of game shells  Add functionalities for designing mobile games 14 ML 2014

  15.  Mobile Monitoring Tools for teachers :  View students’ progression (C ARRON AND M ARTY , 2012)  View high level feedback from students’ actions  Adjust the game scenario in real time (P ONDER ET AL . 2003)  Pilot a game character (N EY ET AL ., 2010)  Contact students (individually or by group) 15 ML 2014

  16.  Tools and Standards to support :  Deployment of game on various types of mobile devices  Real time monitoring and scenario adaptation  Transfer content collected on field to desktop computer  Transfer achievements to LMS (T IN C AN API) 16 ML 2014

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  18.  LEGADEE - Learning Game Authoring Environment http://www-lium.univ-lemans.fr/legadee  Add Game Patterns  Treasure Hunt Editor on Android  Add connection to LEGADEE Game Patterns 18 ML 2014

  19.  Screen Share App on Android  Share objects from one screen to another  Design collaborative activities with complementary tools 19 ML 2014

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  21. Game Patterns 21 ML 2014

  22. A RDITO , C., ET AL ., 2012. E NRICHING A RCHAEOLOGICAL P ARKS WITH C ONTEXTUAL S OUNDS AND M OBILE T ECHNOLOGY . C OMPUTER H UMAN I NTERACTIONS , V OL . 19, N O . 4,  PP . 1 – 30. B IANCHI -B ERTHOUZE , N., 2013. U NDERSTANDING THE R OLE OF B ODY M OVEMENT IN P LAYER E NGAGEMENT . H UMAN C OMPUTER I NTERACTIONS , V OL . 28, N O . 1, PP . 40 – 75.  B JÖRK , S., H OLOPAINEN , J., 2004. P ATTERNS I N G AME D ESIGN . C ENGAGE L EARNING .  C ARRON , T., M ARTY , J.-C., 2012. E NHANCEMENT OF A DAPTATION AND M ONITORING IN G AME -B ASED L EARNING E NVIRONMENTS , I N S TUDENT U SABILITY IN E DUCATIONAL  S OFTWARE AND G AMES . IGI G LOBAL , PP . 201 – 220. C OLELLA , V.S., 2000. P ARTICIPATORY SIMULATIONS : BUILDING COLLABORATIVE UNDERSTANDING THROUGH IMMERSIVE DYNAMIC MODELING . J OURNAL OF THE L EARNING  S CIENCES , V OL . 9, N O . 4, PP . 471 – 500. D AMASIO , A.R., 1995. D ESCARTES ’ E RROR : E MOTION , R EASON , AND THE H UMAN B RAIN , H ARPER P ERENNIAL .  D ANIEL , S., H ARRAP , R., P OWER , 2009. G ETTING I NTO P OSITION : S ERIOUS G AMING IN G EOMATICS , P ROCEEDINGS OF THE W ORLD C ONFERENCE ON E-L EARNING .  V ANCOUVER , B RITISH C OLUMBIA , PP . 213 – 219. D OISE , W., M UGNY , G., P ERRET -C LERMONT , A.-N., 1975. S OCIAL INTERACTION AND THE DEVELOPMENT OF COGNITIVE OPERATIONS . E UROPEAN J OURNAL OF S OCIAL  P SYCHOLOGY , V OL . 5, N O . 3, PP . 367 – 383. D ONDLINGER , M.J., 2007. E DUCATIONAL VIDEO GAME DESIGN : A REVIEW OF THE LITERATURE . J OURNAL OF A PPLIED E DUCATIONAL T ECHNOLOGY , V OL . 4, N O . 1, PP . 21 – 31.  F REINET , C., 1993. E DUCATION T HROUGH W ORK : A M ODEL FOR C HILD - CENTERED L EARNING . E DWIN M ELLEN P RESS .  G EORGE , S., S ERNA , A., 2011. I NTRODUCING M OBILITY IN S ERIOUS G AMES : E NHANCING S ITUATED AND C OLLABORATIVE L EARNING , P ROCEEDINGS OF H UMAN -C OMPUTER  I NTERACTION CONFERENCE (HCI). O RLANDO , F LORIDA , USA, PP . 12 – 20. G ÓMEZ , F., ET AL ., 2013. C O - LOCATED SINGLE DISPLAY COLLABORATIVE LEARNING FOR EARLY CHILDHOOD EDUCATION . I NTERNATIONAL J OURNAL OF C OMPUTER -S UPPORTED  C OLLABORATIVE L EARNING . V OL .8, N O . 2, PP . 225 – 244. J AYFUS , D., K ATHLEEN , H., 2007. E XTENDING THE S ERIOUS G AME B OUNDARY : V IRTUAL I NSTRUCTORS IN M OBILE M IXED R EALITY L EARNING G AMES , P ROCEEDINGS OF THE  D IGITAL G AME R ESEARCH A SSOCIATION C ONFERENCE (DIGRA). T OKYO , J APAN , PP . 524 – 529. J OHNSON , D.W., ET AL ., 1998. C OOPERATIVE L EARNING R ETURNS T O C OLLEGE . W HAT E VIDENCE I S T HERE T HAT I T W ORKS ? C HANGE : T HE M AGAZINE OF H IGHER  L EARNING . V OL . 30, N O . 4, PP . 26 – 35. K ETAM , H., ET AL ., 2013. I NTEGRATING G AMES INTO THE C LASSROOM : T OWARDS N EW T EACHERSHIP , I N N EW P EDAGOGICAL A PPROACHES IN G AME E NHANCED L EARNING :  C URRICULUM I NTEGRATION . IGI G LOBAL , PP . 114 – 135. K LOPFER , E., S QUIRE , K., 2008. E NVIRONMENTAL D ETECTIVE , THE DEVELOPMENT OF AN AUGMENTED REALITY PLATFORM FOR ENVIRONMENTAL SIMULATIONS . E DUCATIONAL  T ECHNOLOGY R ESEARCH AND D EVELOPMENT . V OL . 56, N O . 2, PP . 203 – 228. L OISEAU , M., ET AL ., 2013. R AISING AWARENESS ON A RCHAEOLOGY : A M ULTIPLAYER G AME -B ASED A PPROACH WITH M IXED R EALITY , P ROCEEDINGS OF E UROPEAN  C ONFERENCE ON G AMES B ASED L EARNING (EGCBL). P ORTO , P ORTUGAL , PP . 336 – 343. M ARNE , B., ET AL ., 2013. M O PPL IQ : A M ODEL FOR P EDAGOGICAL A DAPTATION OF S ERIOUS G AME S CENARIOS , P ROCEEDINGS OF THE I NTERNATIONAL C ONFERENCE ON  A DVANCED L EARNING T ECHNOLOGIES (ICALT). B EIJING , C HINA , PP . 291 – 293. M EHM , F., ET AL ., 2009. A UTHORING E NVIRONMENT FOR S TORY - BASED D IGITAL E DUCATIONAL G AMES . P ROCEEDINGS OF THE I NTERNATIONAL O PEN W ORKSHOP ON  I NTELLIGENT P ERSONALIZATION AND A DAPTATION IN D IGITAL E DUCATIONAL G AMES . G RAZ , A USTRIA , PP . 113 – 124. M ORENO -G ER , P., ET AL ., 2008. E DUCATIONAL GAME DESIGN FOR ONLINE EDUCATION . C OMPUTERS IN H UMAN B EHAVIOUR . V OL . 24, N O . 6, PP . 2530 – 2540.  N EY , M., ET AL ., 2010. P HONE , EMAIL AND VIDEO INTERACTIONS WITH CHARACTERS IN AN EPIDEMIOLOGY GAME : TOWARDS AUTHENTICITY , I N T RANSACTIONS ON  E DUTAINMENT IV. S PRINGER -V ERLAG , B ERLIN , H EIDELBERG , PP . 241 – 255. P ONDER , M., ET AL ., 2003. I MMERSIVE VR DECISION TRAINING : TELLING INTERACTIVE STORIES FEATURING ADVANCED VIRTUAL HUMAN SIMULATION TECHNOLOGIES ,  P ROCEEDINGS OF THE W ORKSHOP ON V IRTUAL E NVIRONMENTS (EGVE). N EW Y ORK , USA, PP . 97 – 106. R UBNER , G., 2012. MBCLICK - A N E LECTRONIC V OTING S YSTEM THAT R ETURNS I NDIVIDUAL F EEDBACK , P ROCEEDINGS OF THE I NTERNATIONAL C ONFERENCE ON W IRELESS ,  M OBILE AND U BIQUITOUS T ECHNOLOGY IN E DUCATION (WMUTE). T AKAMATSU , K AGAWA , J APAN , PP . 221 – 222. T HIAGARAJAN , S., T HIAGARAJAN , R., 2003. D ESIGN YOUR OWN GAMES AND ACTIVITIES : T HIAGI ’ S TEMPLATES FOR PERFORMANCE IMPROVEMENT . J OSSEY -B ASS , S AN  F RANCISCO . T YCHSEN , A., ET AL ., 2006. L IVE A CTION R OLE -P LAYING G AMES C ONTROL , C OMMUNICATION , S TORYTELLING , AND MMORPG S IMILARITIES . G AMES AND C ULTURE . V OL . 1,  N O . 3, PP . 252 – 275. 22 ML 2014

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  29. Validation tools for complete and coherent LG scenarios 29 ML 2014 2014

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