Mobile Learning International Conference February 28 th to March 2 nd 2014 – Madrid Iza Marfisi-Schottman Sébastien George
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(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
(B JÖRK AND H OLOPAINEN , 2004) (G ÓMEZ ET AL . 2013) (K LOPFER AND S QUIRE , 2008) 4 ML 2014
(D ANIEL ET AL ., 2009) (B IANCHI -B ERTHOUZE , 2013) 5 ML 2014
(G EORGE AND S ERNA , 2011) 6 ML 2014
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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
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
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
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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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
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
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
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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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
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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Game Patterns 21 ML 2014
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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Validation tools for complete and coherent LG scenarios 29 ML 2014 2014
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