QSITE 2013 Conference RALfie project

369
-1

Published on

Abstract
Traditionally STEM subjects involve the use of experiments. Remote access to experiments has been growing over the past 5 years as high speed Internet access has improved. Several large scale projects worldwide aim to provide experiments as a service to schools. At the University of Southern Queensland, the Digital Futures Collaborative Research Network funded Remote Access Labs for Fun, Innovation and Education (RALfie) Project is taking a radical “flipped” approach to the development and sharing of remotely accessed labs (RAL). Using gamification techniques and a community of practice, the RALfie Project will involve middle and high school aged learners making and sharing experiments in formal and informal learning contexts. Using a Design Based Research approach to include the users in the design and development of RALfie, researchers and stakeholders will be “finding their w@y” to new pathways for engaging learners in STEM. The audience will contribute to the design.

Published in: Education, Design
0 Comments
3 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
369
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
0
Comments
0
Likes
3
Embeds 0
No embeds

No notes for slide
  • Musicfirst 4 words done to a remake of Daft Punk's Daft Hands - Harder, Better, Faster, Stronger
  • IMPORTANT TO DO Redo graphics in this sequence to isolate the lego man as background is too dark
  • Image CC by http://www.flickr.com/photos/junkoko/
  • Image sourcehttp://www.flickr.com/photos/joeshlabotnik/305410323/sizes/z/in/photostream/
  • The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).
  •  To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards. To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  • To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards.
  •  To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards. To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  • To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum.
  •   To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  • Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  • http://www.slideshare.net/fullscreen/Downes/2013-09-12-altc/10 slide 54
  • http://www.slideshare.net/fullscreen/Downes/2013-09-12-altc/10 slide 54
  • Lack of thisSource Lindsay 2007
  • Engagement through playFlipped Assessment – Start at 0 and work up to
  • Game – context – large – like the story across a TV seriesQuest – context – small – like the story across an episode
  • Start at 0 (Fail) and work up to epic
  • Badges - Often connected with activities (not just actions) eg. complete a set number of quests. Can be a prerequisite to access for other quests in a heirarchy (quest tree).Achievements - Rewards for behaviours the system looks for eg. Comments, ratings, completing quests in a specific amount of time.Awards - Non-automated awards given by the teacher to reward student behaviours.
  • Add Google form URL
  • The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).
  • QSITE 2013 Conference RALfie project

    1. 1. Gamification of Remote Access Labs for Communication and Collaboration Dr Lindy (McKeown)Orwin, University of Southern Queensland This project is supported through the Australian Government's Collaborative Research Networks (CRN) program.
    2. 2. Imagine a
    3. 3. Where you’re given a
    4. 4. in which you create an experiment
    5. 5. Then you connect it to the Internet
    6. 6. So that other kids across the country or the world can use it!
    7. 7. And when you need help, you can ask a whole guild full of people!
    8. 8. That’s RALfie Remote Access Labs for Fun, Innovation and Education
    9. 9. To the users… RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards.
    10. 10. To the users…
    11. 11. To teachers and parents… RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum.
    12. 12. To teachers and parents…
    13. 13. Behind the scenes… RALfie will be a scalable, technical and communication environment that: • authenticates users • delivers content • interfaces physical world experiments with remotely located users via the Internet • houses a repository for plans and guides • provides communication between makers, users and enthusiasts • provides scheduling of experiments • interfaces with the game and achievement systems Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
    14. 14. Behind the scenes…
    15. 15. Gamification of Remote Access Labs for Communication and Collaboration Where… meets… in a… that’s a self-organizing… c-
    16. 16. RALfie as an environment for learning RALfie as a culture for learning What we create
    17. 17. RALfie as an environment for learning RALfie as a culture for learning Maker: An Epic Classroom Flip
    18. 18. Some challenges facing STEM education More STEM graduates needed to meet demand in Australia. Little collaboration & communication between students using existing online experiments. To use RAL, teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge. The pathway ends for many by the end of primary school. No standard technical solution suitable for RAL. TPACK
    19. 19. What’s missing from RAL? Communication and Collaboration
    20. 20. Some challenges facing STEM education More STEM graduates needed to meet demand in Australia. Little collaboration & communication between students using existing online experiments. To use RAL, teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge. The pathway ends for many by the end of primary school. No standard technical solution suitable for RAL. TPACK
    21. 21. Source: Gamification MOOC
    22. 22. Engagement through play and playing together
    23. 23. Games can be all kinds of Fun Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
    24. 24. Targeting collaboration… Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
    25. 25. Targeting Challenge & Discovery… Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
    26. 26. Game Elements & Roles •Context – learning episode •Challenge •Reason to collaborate •Reason to share •Reason to communicate •Community •Forums – help & sharing •Document repository •Peer to peer •Distributed expertise •Points (XP= Experience ) •Accumulate XP to earn badges •Leader boards •Extrinsic Reward •Context – broad story that binds the game together •Intrinsic motivation •Engagement •Fun (many types) •Reasons to collaborate •Reasons to communicate Game Achievements QuestsGuilds
    27. 27. Guild It’s just a gamer’s name for their Learning Community Events Discussions Help Searchable resources Digital Story Telling Community Service Images Video Publications
    28. 28. Flipped Assessment Level up Level up Level up Level up
    29. 29. AchievementSystem Badges Achievements Awards Experience Points Status Bar
    30. 30. Contacts: Dr Lindy Orwin Postdoctoral Research Fellow Digital Futures Collaborative Research Network University of Southern Queensland Lindy.Orwin@usq.edu.au p. 07 4631 2336 or m. 0478 039 322 Twitter & Skype Lindymac Sign up to get announcements at http://tinyurl.com/ralfie-eoi
    31. 31. This project is supported through the Australian Government's Collaborative Research Networks (CRN) program. RALFIE Remote Access Labs for Fun, Innovation and Education

    ×