1 / 20

Mobile learning with a mobile game

Mobile learning with a mobile game. Design and motivational effects. Outline. Introduction Literature review The mobile learning scenario and system Research design and frame work Results Technical design issues for the MobileGame prototype Discussion of the effects

Download Presentation

Mobile learning with a mobile game

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Mobile learning with a mobile game Design and motivational effects

  2. Outline • Introduction • Literature review • The mobile learning scenario and system • Research design and frame work • Results • Technical design issues for the MobileGame prototype • Discussion of the effects • Conclusions and outlook

  3. Abstract • Mobile technologies offer the opportunity to embed learning in a natural environment • This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting

  4. Introduction • apply mobile technology to learning • Mobilearn project • two objectives in this paper • to discuss design issues of a mobile game system with a focus on issues specific for mobile learning and the motivational value added by mobile games • to present data on the effects of a mobile game on participant motivation and on the features causing those effects

  5. Literature review • Lepper and Malone • relationship between learning and intrinsic motivation • seven key factors for creating an intrinsically motivating instructional environment:challenge, curiosity, control, fantasy, cooperation, competition, and recognition • computer games raise the efficiency of learning if they increase the intrinsic motivation and link the goals “winning the game” and “learning the material” • mathematical problem solving is embedded in an artificial game context

  6. Literature review • Prensky → how do computer games engage players?create a fun and engaging game • rules, that organize the game • goals and objectives, the players strive to achieve • outcome and feedback, which measure the progress against the goals • conflict, competition, challenge, and opposition, leading to players’ excitement • interaction, the social aspect in the game • representation or story, exaggerating interesting aspects of reality

  7. Literature review • Mitchell and Savill-Smith • it should be possible to use these elements to carefully design and analyze mobile games, but so far this has not been done yet • mobile systems • integrate playing and learning, focus on role-play or simulation:Cooties Game、Geney、Savannah • entertainment, location-based games in a real life environment:CYSMN、Pirates、Mogi • develop the location-based learning game MobileGame in 2002

  8. Mobile learning scenario • synchronous collaboration • orientation rally • students play individually or in small groups • each group gets different tasks referring to significant places, people and events • handheld device shows the current position of the group on the digital map • indoor map and outdoor map switch • cooperative and competitive game • at each location, they have to perform a typical task

  9. Mobile game system • All relevant data are stored on the client side • Three components • mobile client • web client • server • Media and tools • Wireless LAN • HTTP • Ekahau positioning engine

  10. Research design and framework • Taylor’s recommendation:first test the usability of the technology, then the pedagogy • future development and evaluation process: • focus on the motivational aspects of the game and its relationship to the usability of the system • include the content and systematically test the effects on learning

  11. Research design and framework • method of evaluation of the first trial • University of Koblenz in October 2003 • 7 computer science faculty • find hidden PDA with the help of the game • questionnaire • method of evaluation of the second trial • Koblenz Campus of the University of Koblenz-Landau in Germany • covered two office buildings • participants • procedure

  12. Discussion framework • rules:scenario • goal:solve the tasks, ultimately learn • feedback, outcome:real time technique five current status • conflicts and competition:gain points • interaction:play in group, chat function • representation:orientation on the digital map, augmentation of reality

  13. Results of the first trial • focus on the technology of the first prototype • rate 7 technical issues • screen size and accuracy of the position scored least • they would have liked to have a zoom; auto-scroll and improve the update time of the client

  14. Results of the second trial • 17/22 liked it and would play it again • the map should be simplified • some more intelligence in the task ordering would be desirable • catching function varied because of difficulties with imprecise navigation and a somewhat confusing interface • chatwas rarely or not at all used • navigation as a major positive aspect

  15. Technical design issues for the MobileGame prototype • accuracy of positioning • 3~5m • play on move • stop-and-go hinders the flow of the game • offline areas and response time • update every 3s, players could move five or more meters • interface design • drop-down menus to button bar • three kind of input method

  16. Discussion of the effects • conflict, competition, challenge, opposition • balance the engagement for hunting with the engagement for working on task • make the competition for points more visible • make the catching itself a learning experience • turn off hunting for part of the game • in any case, hunting is a surprisingly useful feature to keep participants interested and moving

  17. Discussion of the effects • outcome and feedback • learning diary • goals and objectives • primary goal:advance learning • secondary goal:gain as many points as possible • task design

  18. Discussion of the effects • interaction • chat were rarely used, because typing on PDA is too difficult • non-verbal interaction • representation or story • a navigation system is a very powerful tool for situation learning in a natural environment • mixed reality • augmented physical environment v.s. augmented social environment

  19. Conclusions and outlook • Mobile Technology enables immersion into a mixed reality environment and more motivating learning experience • Two limitations of current technology:the mobile user interface and the accuracy of positioning systems • future work: • the tasks and the accompanying content need carefully designed • moving the concept of the MobileGame and the prototype into new domain

  20. Thanks for your listening Q & A

More Related