Mobile devices to raise cultural awareness # 1 - m-science workshop, ICTP, Trieste, Nov 2010

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Lecture presented at the International workshop on mobile science, Abdus Salam International Centre for Theoretical Physics (ICTP), Trieste (Italy), 2-5 November 2010.

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Mobile devices to raise cultural awareness # 1 - m-science workshop, ICTP, Trieste, Nov 2010

  1. 1. Mobile devices to raise cultural awareness Sara Vannini NewMinE Lab - www.newmine.org Faculty of Communication Sciences Università della Svizzera italiana, Lugano, Switzerland
  2. 2. Lugano Trieste
  3. 3. research in e-learning and ICT in education, ICT4D e-learning services to the University and to private companies research and development in online tourism and new media tourism communication
  4. 4. m-training
  5. 5. m-training m-serious games
  6. 6. m-training m-serious games m-tourism
  7. 7. m-training m-serious games m-tourism m-4d
  8. 8. m-training m-serious games Today’s session - projects: PSP @ BPS + eTreasure - outcomes and lessons learnt - implications in m-learning
  9. 9. m-training m-serious games m-tourism m-4d Tomorrow’s session - Informal Learning and m-technologies in Tourism - Projects in development - Possible Scenarios in DC
  10. 10. m-training
  11. 11. m-training Sony Play Station Portable @ BPS Bank - Suisse
  12. 12. Sony Play Station Portable @ BPS Bank - Suisse • Starting date: January 2008 • Requirements: - integration of ICTs - flexibility (time, space and learning activities) - bridging work and home spaces - personalization of content - reduction of costs (time and logistics) - support interaction - monitoring and tutoring of the trainees
  13. 13. Sony Play Station Portable @ BPS Bank - Suisse • PSP already in use in some educational settings: - educational games - record experiences • Recurring advantages of the device: - mobile - large screen - easy to use and popular - videos are ready to be watched - enthusiasm
  14. 14. Sony Play Station Portable @ BPS Bank - Suisse • Strategy: - main didactical materials and interaction tools: LMS (Moodle) - multimedia resources: PSP - games: PSP
  15. 15. Sony Play Station Portable @ BPS Bank - Suisse
  16. 16. Sony Play Station Portable @ BPS Bank - Suisse
  17. 17. Sony Play Station Portable @ BPS Bank - Suisse
  18. 18. Sony Play Station Portable @ BPS Bank - Suisse
  19. 19. anywhere & anytime
  20. 20. anywhere & anytime aroused curiosity
  21. 21. anywhere & anytime aroused curiosity self-assessment
  22. 22. Multimedia anywhere & anytime aroused curiosity self-assessment
  23. 23. anywhere & anytime aroused curiosity self-assessment Multimedia The Gadget Effect
  24. 24. Sony Play Station Portable @ BPS Bank - Suisse
  25. 25. Paper materials are preferred to study complex concepts
  26. 26. PSP screen is not good for animations based on text
  27. 27. Interaction, knowing that you are tracked?
  28. 28. Lessons Learnt - Stress multimedia
  29. 29. Lessons Learnt - Stress multimedia - Fast consuming materials, to be used “anywhere, anytime”
  30. 30. Lessons Learnt - Stress multimedia - Fast consuming materials, to be used “anywhere, anytime” - Games!
  31. 31. Lessons Learnt - Stress multimedia - Fast consuming materials, to be used “anywhere, anytime” - Games! - Personal use
  32. 32. Lessons Learnt When designing learning activities, the distinctive features of the mobile device have to be taken into account.
  33. 33. m-serious games
  34. 34. Game as Strategy
  35. 35. Game as Strategy natural
  36. 36. Game as Strategy natural experience
  37. 37. Game as Strategy natural experience fun
  38. 38. Game as Strategy natural experience fun collaboration
  39. 39. Game as Strategy natural experience fun collaboration abilities
  40. 40. Game Mobile phones
  41. 41. Game Mobile phones easy and widely used
  42. 42. Game Mobile phones easy and widely used hub
  43. 43. Game Mobile phones easy and widely used hub allows upgrades
  44. 44. Game Mobile phones easy and widely used portable hub allows upgrades
  45. 45. Game Mobile phones easy and widely used portable hub allows upgrades GPRS
  46. 46. Orange SMSC Application Server PoI
  47. 47. Location Based Games
  48. 48. Location Based Games
  49. 49. • Engagement • Learning outcomes • Appropriateness
  50. 50. Lessons Learnt - Mobiles appropriate for Tourism
  51. 51. Lessons Learnt - Mobiles appropriate for Tourism - Mobiles appropriate for collaboration
  52. 52. Lessons Learnt - Mobiles appropriate for Tourism - Mobiles appropriate for collaboration - Mobiles can serve for customization and sharing
  53. 53. Lessons Learnt What really makes a difference, is the experience.
  54. 54. m-training m-serious games So far...
  55. 55. m-training m-serious games Personal
  56. 56. m-training m-serious games CollaborativePersonal
  57. 57. m-training m-serious games CollaborativePersonal Pervasive Pervasive
  58. 58. m-training m-serious games CollaborativePersonal Ubiquitous Pervasive Ubiquitous Pervasive
  59. 59. m-training m-serious games CollaborativePersonal Ubiquitous Pervasive Ubiquitous Pervasive Just-in-time
  60. 60. m-training m-serious games CollaborativePersonal Ubiquitous Pervasive Ubiquitous Pervasive Just-in-time Gaming Gaming
  61. 61. m-training m-serious games CollaborativePersonal Ubiquitous Pervasive Ubiquitous Pervasive Just-in-time Gaming Informal Learning Gaming Informal Learning
  62. 62. m-training m-serious games CollaborativePersonal Ubiquitous Pervasive Ubiquitous Pervasive Just-in-time Gaming Informal Learning Gaming Informal Learning Tourism
  63. 63. m-training m-serious games m-tourism m-4d Tomorrow’s session - m-devices & Tourism - Projects in development - Possible Scenarios in DC
  64. 64. Thank you www.newmine.org

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