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Learning Through Learning Through a Mobile Device a Mobile Device David McDyre David McDyre Dr Averil Meehan Dr Averil Meehan Dr Stephen Wright Dr Stephen Wright

Learning Through a Mobile Device

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Learning Through a Mobile Device. David McDyre Dr Averil Meehan Dr Stephen Wright. Overview. This workshop describes the experience of developing an interactive educational game for a mobile phone. David McDyre MSc Computer Games – Dissertation topic. - PowerPoint PPT Presentation

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Page 1: Learning Through a Mobile Device

Learning Through Learning Through a Mobile Devicea Mobile Device

David McDyreDavid McDyreDr Averil MeehanDr Averil MeehanDr Stephen WrightDr Stephen Wright

Page 2: Learning Through a Mobile Device

OverviewOverview This workshop describes the experience of This workshop describes the experience of

developing an interactive educational game developing an interactive educational game for a mobile phone. for a mobile phone.

David McDyre MSc Computer Games – David McDyre MSc Computer Games – Dissertation topic.Dissertation topic.

Outlines the tools used, the resulting game, Outlines the tools used, the resulting game, the results from trying it outthe results from trying it out

Considers what issues that are important to Considers what issues that are important to consider when developing educational consider when developing educational gamesgames

Page 3: Learning Through a Mobile Device

Example of an Educational Example of an Educational GameGame

While the game was written for school While the game was written for school aged children, aged children,

many of the problems encountered many of the problems encountered and solutions developed are also and solutions developed are also applicable to mobile game programs applicable to mobile game programs developed for students of all ages.developed for students of all ages.

Page 4: Learning Through a Mobile Device

Range of Mobile GamesRange of Mobile Games What do we mean by a mobile game.What do we mean by a mobile game. These can range from text based These can range from text based

programs such as simply answering programs such as simply answering questions to more interesting games questions to more interesting games using graphics. using graphics.

Page 5: Learning Through a Mobile Device

Keep them interestedKeep them interested This is the aim of educators at all levels of the This is the aim of educators at all levels of the

educational systemeducational system Students now are used to flicking from screen Students now are used to flicking from screen

to screen, web page to web page, so keeping to screen, web page to web page, so keeping interest can be challenge.interest can be challenge.

As most students now use a mobile phone, As most students now use a mobile phone, games developed for a mobile device that also games developed for a mobile device that also reinforce pedagogic aims specific to a course reinforce pedagogic aims specific to a course of study are potentially a useful way to teach of study are potentially a useful way to teach skills while keeping students interested. skills while keeping students interested.

Page 6: Learning Through a Mobile Device

Mobile TechnologyMobile Technology The current generation of handheld The current generation of handheld

computers and mobile phones have computers and mobile phones have increasing power making this an increasing power making this an increasingly viable approach. increasingly viable approach.

Page 7: Learning Through a Mobile Device

Practical ArtefactPractical Artefact J2ME mobile phone gameJ2ME mobile phone game Morrison’s High Seas ExampleMorrison’s High Seas Example Tile and sprite gameTile and sprite game Mixes game and educational elementsMixes game and educational elements Teach geography of Ireland to National School childrenTeach geography of Ireland to National School children Issues:Issues:- Understanding and adapting Morrison's example into an - Understanding and adapting Morrison's example into an

educational gameeducational game- Reuse spritesReuse sprites- Memory ManagementMemory Management

Page 8: Learning Through a Mobile Device

Screenshot of Example Screenshot of Example GameGame

Page 9: Learning Through a Mobile Device

TechnicalTechnical Tools Used:Tools Used:- J2ME, J2ME, - J2ME Wireless Toolkit, J2ME Wireless Toolkit, - Mappy, Mappy, - Paint Shop ProPaint Shop Pro

Page 10: Learning Through a Mobile Device

Case StudiesCase Studies Practical artefact in its real world environmentPractical artefact in its real world environment Testing process – tweak for intended usersTesting process – tweak for intended users 2 schools – 24 students, Age 7-92 schools – 24 students, Age 7-9 Evaluation was Observation and questionnaire Evaluation was Observation and questionnaire

basedbased

Page 11: Learning Through a Mobile Device

Results of Case StudyResults of Case Study Re-iterated a number of issues in the literature:Re-iterated a number of issues in the literature:- Educational games and mobile devices pose Educational games and mobile devices pose

challengeschallenges- Students are more enthusiastic about learningStudents are more enthusiastic about learning- Special needs students are especially receptiveSpecial needs students are especially receptive

Page 12: Learning Through a Mobile Device

Practical ConsiderationsPractical Considerations ProgrammingProgramming Working with an emulatorWorking with an emulator Varying specifications among Varying specifications among

different mobile phone different mobile phone manufacturersmanufacturers

Limited available memoryLimited available memory Deployment of developed gameDeployment of developed game

Page 13: Learning Through a Mobile Device

ProgrammingProgramming Requires knowledge of a programming Requires knowledge of a programming

language such as Java or C++language such as Java or C++ Due to limited resources, the Due to limited resources, the

programming language is adapted to programming language is adapted to enable it to run on a small device. enable it to run on a small device. Most of the language classes are Most of the language classes are available, but some may be modified.available, but some may be modified.

Choice of language may be based on Choice of language may be based on knowledge of a particular language or knowledge of a particular language or on technical or security considerationson technical or security considerations

Page 14: Learning Through a Mobile Device

Sun Java™ Wireless Toolkit Sun Java™ Wireless Toolkit is smallis small

Page 15: Learning Through a Mobile Device

J2ME profiles and J2ME profiles and configurationsconfigurations

PagersPagers Mobile Mobile PhonesPhones PDAsPDAs

Car Car Navigation Navigation

SystemsSystemsInternet Internet

AppliancesAppliancesSet-Set-top top

BoxesBoxes

Mobile Mobile Information Information

Device Profile Device Profile (MIDP)(MIDP)

Personal Personal Digital Digital

Assistant Assistant Profile (PDAP)Profile (PDAP)

Personal ProfilePersonal Profile

Personal Basis ProfilePersonal Basis Profile

Foundation ProfileFoundation Profile

Connected, Limited Device Connected, Limited Device Configuration (CLDC)Configuration (CLDC)

Connected Device Connected Device Configuration (CDC)Configuration (CDC)

Java 2 Micro Edition (J2ME)Java 2 Micro Edition (J2ME)

Page 16: Learning Through a Mobile Device
Page 17: Learning Through a Mobile Device

Graphics and AnimationGraphics and Animation 2D graphics primitives2D graphics primitives

Lines, rectangles, ellipses etcLines, rectangles, ellipses etc AnimationAnimation

Supports Sprites (images that can be Supports Sprites (images that can be moved and animated)moved and animated)

Sprite collision detectionSprite collision detection Tiles layers Tiles layers

Used to create larger backgrounds – aids Used to create larger backgrounds – aids reuse and so helps conserver memoryreuse and so helps conserver memory

Page 18: Learning Through a Mobile Device

Adding InterestAdding Interest Sound in mobile gamesSound in mobile games

Playback of audio (and also video) Playback of audio (and also video) Networked gamesNetworked games

Java was designed for networked Java was designed for networked programsprograms

May add cost to running programMay add cost to running program Makes updates easierMakes updates easier Helps memory resources – e.g. if data Helps memory resources – e.g. if data

stored in file or database on a web serverstored in file or database on a web server

Page 19: Learning Through a Mobile Device

Using EmulatorsUsing Emulators The easiest way to develop a mobile game The easiest way to develop a mobile game

is to use an emulator. is to use an emulator. Unfortunately, different mobile phone Unfortunately, different mobile phone

companies use different technologies, so companies use different technologies, so that a program developed on a generic that a program developed on a generic emulator will not necessarily work the emulator will not necessarily work the same on all phones. same on all phones.

Using a custom emulator has the Using a custom emulator has the disadvantage that the game developed will disadvantage that the game developed will work best (and possibly only work) on one work best (and possibly only work) on one brand of phone. brand of phone.

Page 20: Learning Through a Mobile Device

Varying Mobile Varying Mobile SpecificationsSpecifications

Even if the program works, Even if the program works, differing screen sizes and differing screen sizes and different levels of available memory different levels of available memory

found on different brands of phone found on different brands of phone mean that games may appear mean that games may appear

differently and even work differently differently and even work differently on one phone than on another. on one phone than on another.

Page 21: Learning Through a Mobile Device

GUIs for Small DevicesGUIs for Small Devices Input can be by keypress or touch Input can be by keypress or touch

screen.screen.

       

Page 22: Learning Through a Mobile Device

Default emulator

Page 23: Learning Through a Mobile Device

MemoryMemory While the memory on mobile phones is While the memory on mobile phones is

increasing with each release, so too is increasing with each release, so too is the range of items that can be stored on the range of items that can be stored on it. it.

Phones double as MP3 players, download Phones double as MP3 players, download emails and internet information, hold emails and internet information, hold photographs and even videos. photographs and even videos.

All this leaves less memory available for All this leaves less memory available for running educational games.running educational games.

Page 24: Learning Through a Mobile Device

Profiling Memory UsageProfiling Memory Usage

Page 25: Learning Through a Mobile Device
Page 26: Learning Through a Mobile Device

SecuritySecurity MIDP 2.0's Security ArchitectureMIDP 2.0's Security Architecture http://developers.sun.com/techtopics/http://developers.sun.com/techtopics/

mobility/midp/articles/permissions/ mobility/midp/articles/permissions/

Public key cryptography: Public key cryptography: MIDP Application Security 1: Design MIDP Application Security 1: Design

Concerns and CryptographyConcerns and Cryptography http://developers.sun.com/techtopics/http://developers.sun.com/techtopics/

mobility/midp/articles/security1/ mobility/midp/articles/security1/

Page 27: Learning Through a Mobile Device

Additional ToolsAdditional Tools Mappy for PC - A utility for Mappy for PC - A utility for

creating flexible 'maps' for 2D creating flexible 'maps' for 2D and 3D tile based gamesand 3D tile based games

http://www.tilemap.co.uk/mappy.phphttp://www.tilemap.co.uk/mappy.php

Page 28: Learning Through a Mobile Device

DeploymentDeployment Because of the range of differences in Because of the range of differences in

screen size and memory to run screen size and memory to run programs found on different phones,programs found on different phones,

It is important to port the game once It is important to port the game once it is developed onto the various it is developed onto the various phones used by the students to test phones used by the students to test out how it appears on each model. out how it appears on each model.

This porting of the example program This porting of the example program was found to be problematic on some was found to be problematic on some phonesphones

Page 29: Learning Through a Mobile Device

DeploymentDeployment The example game was deployed to 3 leading The example game was deployed to 3 leading

phone manufacturers:phone manufacturers:- Motorola, Sony Ericsson, Nokia- Motorola, Sony Ericsson, Nokia

2 successful remote deployments:2 successful remote deployments:- Via SD memory card, Via SD memory card, - USB cableUSB cable

Not all attempts at deployment were successful Not all attempts at deployment were successful

Page 30: Learning Through a Mobile Device

RecommendationsRecommendations Recommendations based on literature, case Recommendations based on literature, case

studies, development and deploymentstudies, development and deployment Use J2ME and J2ME Wireless ToolkitUse J2ME and J2ME Wireless Toolkit Use a map building toolUse a map building tool Monitor size of applicationMonitor size of application Reuse sprites / objects Reuse sprites / objects Change images to .png formatChange images to .png format Deploy locallyDeploy locally

Page 31: Learning Through a Mobile Device

ConclusionsConclusions Overall the high interest and Overall the high interest and

enthusiasm shown by the students enthusiasm shown by the students suggest that this is a viable way to suggest that this is a viable way to teach or revise skills.teach or revise skills.

However there are challenges in the However there are challenges in the development of such games that need development of such games that need to be considered to make optimum to be considered to make optimum use of this innovative medium.use of this innovative medium.