mobile learning with a mobile game design and motivational effects
TRANSCRIPT
Outline
Introduction Literature review The mobile learning scenario and syst
em Research design and frame work Results Technical design issues for the Mobile
Game prototype Discussion of the effects Conclusions and outlook
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
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
Literature review
Lepper and Malone relationship between learning and intrinsic motiv
ation seven key factors for creating an intrinsically mot
ivating 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
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 achiev
e outcome and feedback, which measure the progr
ess against the goals conflict, competition, challenge, and opposition, l
eading to players’ excitement interaction, the social aspect in the game representation or story, exaggerating interesting
aspects of reality
Literature review
Mitchell and Savill-Smith it should be possible to use these elements to ca
refully 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
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
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
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 g
ame and its relationship to the usability of the system
include the content and systematically test the effects on learning
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
Discussion framework
rules : scenario goal : solve the tasks, ultimately learn feedback, outcome : real time techniq
ue five current status conflicts and competition : gain points interaction : play in group, chat functi
on representation : orientation on the dig
ital map, augmentation of reality
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
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
chat was rarely or not at all used navigation as a major positive aspect
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
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
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
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 too
l for situation learning in a natural environment
mixed reality augmented physical environment v.s. aug
mented social environment
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 a
nd the prototype into new domain