Gulivrer's

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Gulivrer's

  1. 1. EXPLORING MOBILE AND CONTEXTUALLEARNING WITH GGULIVRR Hiram Bollaert Justino Lourenço 2012
  2. 2. Content • Context • Project Goal • GGULIVRR concept • Exploration of mobile and contextual learning • Architecture • GGULIVRR blocks and game experience • Project status • Answers 2
  3. 3. Context • Artesis University College Antwerp inspires over 8000 students and almost 1600 staff members in the widest range of subjects on offer in Antwerp to link, mix and interconnect this formidable range of subjects to create surplus value. • Instituto Superior Politécnico Gaya is a partner. • Department of Business Studies, Teacher Training and Social Work • PWO MOUSE I and II (MObile USE) small internally funded research projects studying mobile and contextual learning tools 3
  4. 4. Project goal • Network agnostic solution. • Platform Independent. • User may built the solution. 4
  5. 5. GGULIVRR concept Generic Game for Ubiquitous Learning in Interactive Virtual and Real Realities • Touching the world around you Intelligent tags • Radio Frequency Identification (RFID); • Near Field Communication (NFC); • Quick Response codes (QR) • Serious gaming Learning through playing games • Social constructivism & 21st Century Skills evoking, stimulating cross-cultural, cross-age and cross-disciplinary collaboration 5
  6. 6. Exploration • Introduction into curriculum of applied informatics: programming for iOS and Android • Introduction of mobile contextual learning in teacher training: • mathematical walk • scenario thinking, game design • Spin off assessments • Infographic on youtube • Drupal website • Spin off projects • WalkAbout IP 6
  7. 7. Architecture JSON JSON replication GGULIVRR HTML UIWebView 7
  8. 8. Advantages HTML as exchange format • only one interface design for all platforms • no special UI knowledge (except HTML) required • generic support for form values • style sheets can change look and behavior quickly CouchDB ( http://couchdb.apache.org/ ) • strong replication features transparently sync game information and user submissions • no network connection is needed after replication • no need for separate web-service layer 8
  9. 9. GGULIVRR – Major Blocks • Game-player: • cross-platform mobile client. • Game-cloud: • web-based Learning Management System (LMS) controlling several underlying systems. • Game-editor and the game-script: • incorporates a set of tools enabling non-technical skilled users to create, edit and author new games. 9
  10. 10. Generic Game Concepts • Actions and conditions are triggered by the input of the gamer or the identification of tangible and tagged objects by reading their intelligent tag. • The gamer is presented with virtual multimedia content or interaction. • Interacting with the real environment, the gamer reads the tag of a tangible object. . • Each GGULIVRR game should have the goal to persuade people into exploring new places, to get immersed in the context, have fun and learn. 10
  11. 11. In the game • The purpose of the game is to explore an area, hence the senses of the gamer must be focused on his/her surroundings. • On screen information is therefore mostly limited to buttons with which the gamer can choose an option or an answer a multiple choice question. • Multimedia in order to enrich the gaming experience. • Positioning through intelligent tags. 11
  12. 12. Project status • iOS solution on the test; • Several case scenarios purposed; • Consortium of Universities in an IP – Erasmus Program. 12
  13. 13. Feedback Comments, remarks, suggestions? Contact us • hiram.bollaert@artesis.be (Architect) • jml@ispgaya.pt (Telecom.) • philippe.possemiers@artesis.be (Coding) Try it yourself Find the code at https://github.com/ppossemiers/GGULIVRR 13

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