Mobile Educational Ralley - The Bremen Adventure

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The final presentation of the prototype of an educational ralley game for mobile phones.

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Mobile Educational Ralley - The Bremen Adventure

  1. 1. 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
  2. 2. CONTENT 04.02.2009 1. Introduction, Idea & Concept 2. Sample Adventure Pedagogic Benefits Mobile Educational Ralley 3. 4. Live Demonstration 5. Technical Implementation 6. Usability Testing 7. Project in Context and Future Work 2
  3. 3. IDEA & CONCEPT 04.02.2009  Guided outdoor learning  explorative fashion  for class groups Mobile Educational Ralley  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: 3 Middle-School and up
  4. 4. SAMPLE ADVENTURE 04.02.2009  History of Bremen and the Hanse Mobile Educational Ralley 4
  5. 5. 04.02.2009 Mobile Educational Ralley 5 SAMPLE ADVENTURE
  6. 6. PEDAGOGIC BENEFITS 04.02.2009  Constructivist  Focus on exploration  Communication and collaboration Mobile Educational Ralley  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 6 (cf. e.g. Chris Crawford 1982)
  7. 7. PEDAGOGIC BENEFITS 04.02.2009  4 types of learners:  Learning through senses  auditory (% quote of memorization):  hearing only 20% Mobile Educational Ralley  visual  seeing only 30%  motor-learning  hearing and seeing 50%  communicative  hearing, seeing & discussing 70%  hearing, seeing, discussion & do-it-yourself 90% (Pohl 1996) 7 http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
  8. 8. 04.02.2009 Mobile Educational Ralley 8 LIVE DEMONSTRATION
  9. 9. TECHNICAL IMPLEMENTATION 04.02.2009  Java ME (J2ME)  Adventures read from XML Mobile Educational Ralley  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) 9 http://www.globalstudio.co.uk/images/content_implement.jpg
  10. 10. USABILITY TESTING 04.02.2009  Test session with live run, 6 participants (2 x 3)  ~ 15 minutes per run Mobile Educational Ralley  Every player one phone & one observer  One technical advisor  Short introduction + pre- and post-survey  Theoretically barrier free 10
  11. 11. 04.02.2009 Mobile Educational Ralley 11 USABILITY TESTING
  12. 12. 04.02.2009 Mobile Educational Ralley 12 USABILITY TESTING
  13. 13. SURVEY AND FEEDBACK 04.02.2009  All participants had fun  Everybody completed Mobile Educational Ralley  All but one intuitively used the interface  Some remembered unrelated info  Most remembered content related info (mice) 13
  14. 14. 04.02.2009 Mobile Educational Ralley 14 USABILITY TESTING
  15. 15. SURVEY AND FEEDBACK 04.02.2009  Adventures must be designed carefully  Instruct for teamwork Mobile Educational Ralley  Clear instructions with few words  Prevent try-and-error  All participants thought it was engaging and a good supplement for traditional learning 15
  16. 16. PROJECT IN CONTEXT & FUTURE WORK 04.02.2009  Extensions:  Extend with web-interface Mobile Educational Ralley  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 16 hardware)
  17. 17. 04.02.2009 Mobile Educational Ralley 17 ?! QUESTIONS & COMMENTS
  18. 18. SOURCES 04.02.2009  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 Mobile Educational Ralley 2006) 18

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