Transcript
Page 1: Mobile Educational Ralley - The Bremen Adventure

MOBILE EDUCATIONAL RALLEY

&

The Bremen Adventure

Presentation for the class: Mobile Learning

Lecturers: Dennis Krannich & Zare Saeed

Place & Time: Uni Bremen, 04. Feb. 2009

Presenters: Thamya, Lew, Jasmin & Jan

Page 2: Mobile Educational Ralley - The Bremen Adventure

CONTENT

1. Introduction, Idea & Concept

2. Sample Adventure

3. Pedagogic Benefits

4. Live Demonstration

5. Technical Implementation

6. Usability Testing

7. Project in Context and Future

Work

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IDEA & CONCEPT

Guided outdoor learning

explorative fashion

for class groups

Scavenger hunt; easy to prepare

Common mobile phones (no GPS)

Learning points and questions as guidance

Support for traditional lessons

Open framework, supports any topic, multimodal, multilingual

Target-Group:Middle-School and up

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SAMPLE ADVENTURE

History of Bremen and the Hanse

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SAMPLE ADVENTURE

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PEDAGOGIC BENEFITS

Constructivist Focus on exploration

Communication and collaboration

Students find ‘their own way’ to give answers

Outdoors, with all senses and ‘in-touch’ with the learning material / content

Students are responsible for what they learn

Motivation Challenging

Competitive notion

Scores

No loose-policy with hints

(cf. e.g. Chris Crawford 1982)

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PEDAGOGIC BENEFITS

Learning through senses(% quote of memorization):

hearing only 20%

seeing only 30%

hearing and seeing 50%

hearing, seeing & discussing 70%

hearing, seeing, discussion & do-it-yourself 90%(Pohl 1996)

4 types of learners:

auditory

visual

motor-learning

communicative

http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg

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LIVE DEMONSTRATION

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TECHNICAL IMPLEMENTATION

Java ME (J2ME)

Adventures read from XML

Supports sound and images

(video planned)

Node based implementation,

extremely variable use

Open Source, download at:

http://code.google.com/p/schnit

zelhunt/

(GNU General Public License v3)

http://www.globalstudio.co.uk/images/content_implement.jpg

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USABILITY TESTING

Test session with live run, 6 participants (2 x 3)

~ 15 minutes per run

Every player one phone & one observer

One technical advisor

Short introduction + pre- and post-survey

Theoretically barrier free

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USABILITY TESTING

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USABILITY TESTING

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SURVEY AND FEEDBACK

All participants had fun

Everybody completed

All but one intuitively used the interface

Some remembered unrelated info

Most remembered content related info (mice)

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USABILITY TESTING

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SURVEY AND FEEDBACK

Adventures must be designed carefully

Instruct for teamwork

Clear instructions with few words

Prevent try-and-error

All participants thought it was engaging and a good

supplement for traditional learning

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PROJECT IN CONTEXT & FUTURE WORK

Extensions:

Extend with web-interface

Adventure Builder & Preview (visual interface, e.g. AJAX)

Share adventure files and download

Allow more media (video, sound, animations)

Better interface

Better interoperability (e.g. polish)

Similar projects (e.g. Venice)

Our approach is unique (works now with existing

hardware)

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QUESTIONS & COMMENTS

?!

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SOURCES

Crawford, C. (1982): The Art of Computer Game Design. URL:

http://www.mindsim.com/MindSim/Corpo-rate/artCGD.pdf. Electronic Revision by Sue Peabody,

Department of History, Washington State University Vancouver 1997 (Abruf: 20. Juni 2006)

Pohl, W. (1996): Das Lernen lernen. URL: http://www.pohlw.de/lernen/kurs/lernen-kurs.doc. (Abruf: Juni

2006)

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