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
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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