The document summarizes the research of Javier Melero on designing and implementing location-based learning games. It discusses using puzzle game boards as a metaphor to facilitate teachers in designing their own location-based games. It presents three contributions: 1) A conceptual model for representing puzzle games with virtual and physical objects. 2) Using the puzzle metaphor to help teachers design games. 3) Implementing and evaluating games designed by teachers in case studies. The research aims to help teachers design games and scaffold student learning through location-based gameplay.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
AECT 2017 - Digital Didactical Designs as a Framework for iPad/Tablet classr...Isa Jahnke
We present results from 64 Nordic 1:1 iPad-classrooms. The data analysis revealed three clusters: Cluster A (n=23) demonstrated full integration and alignment toward deeper learning that we termed Learning by Crossaction; cluster B (n=21) showed potential for deeper learning but only a semi-alignment of design elements; and cluster C (n=20) revealed irritations and conflicts. The results highlight the different types of designs and implications for meaningful integration of media tablets for learning.
Published in:
Isa Jahnke, Peter Bergström, Eva Mårell-Olsson, Lars Häll, & Swapna Kumar (2017). Digital Didactical Designs as Research Framework – iPad Integration in Nordic Schools. In: Computers & Education (2017). Volume 113, October 2017, pp. 1-15. http://dx.doi.org/10.1016/j.compedu.2017.05.006 Read more: http://www.isa-jahnke.com/publications/
Active-Meaningful Learning with Technologies Isa Jahnke
Bei der Anwendung von Internet-fähigen Technologien in der Weiterbildung, beim Online-Lernen und mit zunehmender Integration von mobilen Endgeräten im Alltag entstehen neue Lehr- und Lernräume: CrossActionSpaces. Dies sind dynamische, flexible Informations- und Kommunikationsräume, in denen Lernende die richtigen Antworten online suchen oder diskutieren können. Herausforderungen sind, um einige zu nennen, die Vielzahl falscher Informationen und fehlendes kritisches oder systemisches Denken. Hier kann das Digitale Didaktische Design (DDD) als Lehr-/Lernstrategie helfen. DDD fördert die Gestaltung von Lernen mit Technologien anstelle des Lernens durch Technologien. DDD es ist ein aktivitäts-basiertes Didaktik-Modell, das von der der Grundannahme ausgeht, dass Lernende nicht aufgrund der Aktivitäten der Lehrenden lernen, sondern durch eigene Aktivitäten. Zentrales Element des DDD ist, dass Lernende Artefakte in einem iterativen Prozess erstellen, kritisch reflektieren und verbessern. In der Keynote wird das DDD und Beispiele für meaningful learning with technologies in Weiterbildung und Fernstudium vorgestellt.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
AECT 2017 - Digital Didactical Designs as a Framework for iPad/Tablet classr...Isa Jahnke
We present results from 64 Nordic 1:1 iPad-classrooms. The data analysis revealed three clusters: Cluster A (n=23) demonstrated full integration and alignment toward deeper learning that we termed Learning by Crossaction; cluster B (n=21) showed potential for deeper learning but only a semi-alignment of design elements; and cluster C (n=20) revealed irritations and conflicts. The results highlight the different types of designs and implications for meaningful integration of media tablets for learning.
Published in:
Isa Jahnke, Peter Bergström, Eva Mårell-Olsson, Lars Häll, & Swapna Kumar (2017). Digital Didactical Designs as Research Framework – iPad Integration in Nordic Schools. In: Computers & Education (2017). Volume 113, October 2017, pp. 1-15. http://dx.doi.org/10.1016/j.compedu.2017.05.006 Read more: http://www.isa-jahnke.com/publications/
Active-Meaningful Learning with Technologies Isa Jahnke
Bei der Anwendung von Internet-fähigen Technologien in der Weiterbildung, beim Online-Lernen und mit zunehmender Integration von mobilen Endgeräten im Alltag entstehen neue Lehr- und Lernräume: CrossActionSpaces. Dies sind dynamische, flexible Informations- und Kommunikationsräume, in denen Lernende die richtigen Antworten online suchen oder diskutieren können. Herausforderungen sind, um einige zu nennen, die Vielzahl falscher Informationen und fehlendes kritisches oder systemisches Denken. Hier kann das Digitale Didaktische Design (DDD) als Lehr-/Lernstrategie helfen. DDD fördert die Gestaltung von Lernen mit Technologien anstelle des Lernens durch Technologien. DDD es ist ein aktivitäts-basiertes Didaktik-Modell, das von der der Grundannahme ausgeht, dass Lernende nicht aufgrund der Aktivitäten der Lehrenden lernen, sondern durch eigene Aktivitäten. Zentrales Element des DDD ist, dass Lernende Artefakte in einem iterativen Prozess erstellen, kritisch reflektieren und verbessern. In der Keynote wird das DDD und Beispiele für meaningful learning with technologies in Weiterbildung und Fernstudium vorgestellt.
AERA 2013 - Refining the use of Homemade PowerPoint Games in a Secondary Scie...Michael Barbour
Siko, J. P., & Barbour, M. K., (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. A poster presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
A quick look at 9 design strategies for Learning Experiences. How to support both the cognitive and emotional sides of learning as well as design and measure for learning impact. For UX/UI designers.
A CRITICAL EXAMINATION OF FEEDBACK IN EARLY READING GAMESLauraBenton6
Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. Mina_lincoln_gamesnetworkWhile feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback.
Using a systematic content analysis, we examine how evidence-based feedback principles manifest in five widely-used learning games designed to foster young children’s reading skills. Our findings highlight strengths in how games deliver feedback when players succeed. Many of the games, however, were inconsistent and not proactive when providing error feedback, often promoting trial and error strategies. Furthermore, there was a lack of support for learning the game mechanics and a preference for task-oriented rewards less deeply embedded in the gameplay. Our research provides a design and research agenda for the inclusion of feedback in early learning games.
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
Rough data analysis for individual reasonable adjustments made for disabled students to their HE learning materials (for the academic year 2015-16 so far, as at 29 February 2016).
This relates to a presentation made on 17 February 2016 by Jennie Augustyniak, an MAODE student of The Open University. The presentation asked 'How open is the digital environment for disabled students in higher education?' and described how a learning activity and workshop are used to explore why 'digital' is not necessarily 'open' and look for effective solutions.
Research in Further Education - Presentation for ALT C 2013Ellen Lessner
This session was run by Nigel Ecclesfield (Jisc FE and Skills Programme Manager), Emma Procter-Legg and Ellen Lessner (Abingdon and Witney College Jisc project: Students4WebES) (Students for Webinar Employment Skills). It was an overview and activity to focus on the need for more research to be done within the FE sector.
Presentation on the participatory resource creation action research at educ...Gurumurthy Kasinathan
Research on OER as a part of the ROER4D (www.ROER4D.org) Research on OER for Development. Collaborative OER adoption through professional learning communities of teacher approach
Robert Balfanz, Johns Hopkins University
Edmund Baker, Jr., South Columbus High School
Wiliam Ragland II, Johns Hopkins University
Jennifer Felker, Ohio Department of Education
AERA 2013 - Refining the use of Homemade PowerPoint Games in a Secondary Scie...Michael Barbour
Siko, J. P., & Barbour, M. K., (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. A poster presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
A quick look at 9 design strategies for Learning Experiences. How to support both the cognitive and emotional sides of learning as well as design and measure for learning impact. For UX/UI designers.
A CRITICAL EXAMINATION OF FEEDBACK IN EARLY READING GAMESLauraBenton6
Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. Mina_lincoln_gamesnetworkWhile feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback.
Using a systematic content analysis, we examine how evidence-based feedback principles manifest in five widely-used learning games designed to foster young children’s reading skills. Our findings highlight strengths in how games deliver feedback when players succeed. Many of the games, however, were inconsistent and not proactive when providing error feedback, often promoting trial and error strategies. Furthermore, there was a lack of support for learning the game mechanics and a preference for task-oriented rewards less deeply embedded in the gameplay. Our research provides a design and research agenda for the inclusion of feedback in early learning games.
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
Rough data analysis for individual reasonable adjustments made for disabled students to their HE learning materials (for the academic year 2015-16 so far, as at 29 February 2016).
This relates to a presentation made on 17 February 2016 by Jennie Augustyniak, an MAODE student of The Open University. The presentation asked 'How open is the digital environment for disabled students in higher education?' and described how a learning activity and workshop are used to explore why 'digital' is not necessarily 'open' and look for effective solutions.
Research in Further Education - Presentation for ALT C 2013Ellen Lessner
This session was run by Nigel Ecclesfield (Jisc FE and Skills Programme Manager), Emma Procter-Legg and Ellen Lessner (Abingdon and Witney College Jisc project: Students4WebES) (Students for Webinar Employment Skills). It was an overview and activity to focus on the need for more research to be done within the FE sector.
Presentation on the participatory resource creation action research at educ...Gurumurthy Kasinathan
Research on OER as a part of the ROER4D (www.ROER4D.org) Research on OER for Development. Collaborative OER adoption through professional learning communities of teacher approach
Robert Balfanz, Johns Hopkins University
Edmund Baker, Jr., South Columbus High School
Wiliam Ragland II, Johns Hopkins University
Jennifer Felker, Ohio Department of Education
Presentation I created for my Marketing Research class at Kennesaw State. We were required to perform the entire market research process from creating a survey to analyzing the results.
AERA2013-Refining the use of homemade PowerPoint Games in a secondary science...sikojp
AERA2013 poster
Siko, J.P., & Barbour, M.K. (2013, April). Refining the use of homemade PowerPoint Games in a secondary science classroom. Poster session at the American Educational Research Association Annual Meeting, San Francisco, CA.
The Language Campus: Role-Play in an eLearning EnvironmenteLearning Papers
Author: Paul Pivec.
Collaborative learning allows participants to exchange information as well as produce ideas, simplify problems, and resolve tasks. When using an e-learning platform in a collaborative environment, the teacher becomes an active partner, moderator and advisor in the educational process, as do the other learners.
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and
attitudes of all members of the educational community through a quasi-experimental approach. The research
presents three dimensions oriented to assessing the use of this application in a didactic unit “History and
Architecture” compared through statistical inference (t-student) to a control group that develops the same unit
with slides and traditional expositional methods. The second dimension values the attitudes of teachers, students
and parents regarding the implementation of video games in formal education using descriptive analysis and
nonparametric statistical inference through the Jonckheere-Terpstra test and the Kruskal-Wallis test, which
allows each group ranks to be compared. The third dimension analyzes interactions in a virtual learning
environment related to the implementation of MinecraftEdu. Although there are no significant improvements
regarding academic outcomes and some parents hold negative attitudes, it is noteworthy that the majority of the
sample considered that MinecraftEdu is fun, enhances creativity, develops discovery and is a good application
for creating and exploring immersive historical environments.
This research explores the rationale behind the utilisation of electronic games in education. A qualitative research sheds light on the students’ opinions and perceptions toward the use of serious games in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that they are acquiring relevant academic knowledge and competences, as the reap motivational and emotional benefits from these learning games. The students reported that their engagement with these games has improved their critical thinking and helped them make evaluative decisions to solve problems. Generally, students were capable of developing their interpersonal skills as they have actively collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of playing serious games at school. This study postulates that the research participants possessed different skill-sets as they exhibited different learning abilities. In conclusion, this paper opens-up some avenues for future research in this field of study.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
This qualitative research explains the rationale behind the utilisation of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organised semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their institution. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated together in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skill-sets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.
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Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
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Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
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https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
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Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
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Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
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Young Tom Selleck: A Journey Through His Early Years and Rise to Stardomgreendigital
Introduction
When one thinks of Hollywood legends, Tom Selleck is a name that comes to mind. Known for his charming smile, rugged good looks. and the iconic mustache that has become synonymous with his persona. Tom Selleck has had a prolific career spanning decades. But, the journey of young Tom Selleck, from his early years to becoming a household name. is a story filled with determination, talent, and a touch of luck. This article delves into young Tom Selleck's life, background, early struggles. and pivotal moments that led to his rise in Hollywood.
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Early Life and Background
Family Roots and Childhood
Thomas William Selleck was born in Detroit, Michigan, on January 29, 1945. He was the second of four children in a close-knit family. His father, Robert Dean Selleck, was a real estate investor and executive. while his mother, Martha Selleck, was a homemaker. The Selleck family relocated to Sherman Oaks, California. when Tom was a child, setting the stage for his future in the entertainment industry.
Education and Early Interests
Growing up, young Tom Selleck was an active and athletic child. He attended Grant High School in Van Nuys, California. where he excelled in sports, particularly basketball. His tall and athletic build made him a standout player, and he earned a basketball scholarship to the University of Southern California (U.S.C.). While at U.S.C., Selleck studied business administration. but his interests shifted toward acting.
Discovery of Acting Passion
Tom Selleck's journey into acting was serendipitous. During his time at U.S.C., a drama coach encouraged him to try acting. This nudge led him to join the Hills Playhouse, where he began honing his craft. Transitioning from an aspiring athlete to an actor took time. but young Tom Selleck became drawn to the performance world.
Early Career Struggles
Breaking Into the Industry
The path to stardom was a challenging one for young Tom Selleck. Like many aspiring actors, he faced many rejections and struggled to find steady work. A series of minor roles and guest appearances on television shows marked his early career. In 1965, he debuted on the syndicated show "The Dating Game." which gave him some exposure but did not lead to immediate success.
The Commercial Breakthrough
During the late 1960s and early 1970s, Selleck began appearing in television commercials. His rugged good looks and charismatic presence made him a popular brand choice. He starred in advertisements for Pepsi-Cola, Revlon, and Close-Up toothpaste. These commercials provided financial stability and helped him gain visibility in the industry.
Struggling Actor in Hollywood
Despite his success in commercials. breaking into large acting roles remained a challenge for young Tom Selleck. He auditioned and took on small parts in T.V. shows and movies. Some of his early television appearances included roles in popular series like Lancer, The F.B.I., and Bracken's World. But, it would take a
2. Context (1/2)
Game-based Learning:
Focus on puzzle game boards
Game-based Learning
To provide learning
methods that better
correspond with current
students’ requirements
and habits to engage
them in the learning
process (Lee & Chen, 2009)
• Great variety of existing
educational games
(Mitchell & Savill-Smith, 2004)
• Intrinsically motivating
learning environments
(Sedig, 2008)
• Engage learners in
meaningful and
enjoyable learning,
encourage active
learning, promote
collaboration... (Ke, 2008)
• Teachers do not broadly
adopt game-based
learning environments in
formal learning settings
(Williamson, 2009)
• Existing tools can be still
too complex for some
instructors (Tornero et al.,
2010), hard to adapt to
individual courses and
require much time for
development (Yang, 2005;
Tornero et al., 2010)
GTI Seminar, 16 December 2013
Puzzle game boards
• Most of the existing
educational games are
quizzes, board, puzzles
and problem solving
staging (Batson & Feinberg,
2006; Ferreira et al., 2008;
Bontchev & Vassileva, 2010)
• Relevant to consider as
educational strategy to
feasibly involve teachers
as game designers
(Huang et al., 2007;
Crawford, 1982)
2
3. Context (2/2)
Focus:
Location-based games mapped as puzzle board games
• Virtual approaches to interact
with virtual representations of
concepts that are difficult to
access in the real world (Melero et
al., 2011)
Mobile learning
Location-based games
• Situated learning activities that
take place in physical spaces (Jeng
• New and emerging type of
games that draw on the
technological resources
described as pervasive and
ubiquitous computing
et al., 2010)
• Use of physical objects (with
tangible interfaces or embedding
sensing technologies) that
address specific educational
needs (Li et al., 2008)
• Growing significance of mobile
devices in learners’ everyday lives,
increasing portability of these
technologies, and reduction in their
cost and services
• Use of mobile technology to
facilitate contextualized learning
• Developing exploration skills and
cooperation (Hwang et al., 2008), and
students motivation and personal
observation (Santos et al., 2011)
(Avouris & Yiannoutsou, 2012)
GTI Seminar, 16 December 2013
• Research studies have board
games identified design
considerations when mapping
traditional board games as
location-based games (Nicklas,
2001; Schlieder et al., 2006)
3
4. Research
Questions
To facilitate the design and implementation of location-based games that
considers puzzle game boards elements including virtual and physical
objects.
Partial Objective 1
To model and computationally
represent computing puzzle
game boards including virtual and
physical objects
Partial Objective 2
To propose a design strategy to
facilitate teachers the definition of
their own location-based games
considering puzzle game boards
elements
GTI Seminar, 16 December 2013
Partial Objective 3
To implement and evaluate real
case studies using different
approaches of location-based
games designed by
considering traditional puzzle
game boards elements
4
5. Research
Methodology
Design Based Research
(Brown, 1992)
• Involving different participants in a continuous design,
development and evaluative process (Cotton et al., 2009)
Design-Based Research phases (Reeves, 2000)
• Solving broad based, complex, real world problems
that are critical to education, while at the same time
maintaining a commitment to theory construction and
explanation (Reeves, Herrington, & Oliver, 2004)
• Iterative process permits not only to validate the
findings of the analysis phase, but also to reflect on
how these findings alter the outcomes of the other
phases (Barab & Squire, 2004; DBRC, 2003)
GTI Seminar, 16 December 2013
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6. Contribution 1
A conceptual model and the associated binding for
computationally representing computing puzzle
board games including virtual and physical objects
• Review and analysis of the research literature:
○ Overview of the current situation of game-based learning environments
○ Use of puzzles and game elements in location-based games designs
○ Main considerations to support the teachers when designing their own location-based games
• Early version of the conceptual model and development of puzzle game boards prototypes evaluated with 83 secondary
students
• Exploratory user study with 11 teachers from secondary and higher education to evaluate to what extent teachers are able
to use and understand the different elements of the conceptual model
Submitted publications
Melero, J., Hernández-Leo, D. & Blat, J. (accepted). A Model for the Design of Puzzle-based Games including Virtual and Physical Objects. Journal of Educational
Technology & Society.
Melero, J., Hernández-Leo, D., & Blat, J. (2011). Towards the Support of Scaffolding in Customizable Puzzle- based Learning Games. In Proceedings of the 11th
International Conference on Computational Science and its Applications (pp. 254-257), Santander, Spain.
Melero, J., Hernández-Leo, D., & Blat, J. (2012b). Considerations for the Design of Mini-games Integrating Hints for Puzzle Solving ICT-Related Concepts. IEEE
International Conference on Advanced Learning Technologies (pp. 138-140), Rome, Italy.
GTI Seminar, 16 December 2013
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7. Contribution 2
(1/2)
A metaphor considering puzzle board games
elements to facilitate teachers designs of their own
location-based games
• To propose a strategy based on the puzzle game boards’ conceptual
model to design location-based games
• Consider metaphors to use well-known concepts that facilitate
reasoning about design in unfamiliar contexts (Lakoff, 1993; Neale &
Carroll, 1997)
• To simplify and represent the abstraction of the conceptual model, as
well as to communicate the main concepts, criteria and vocabulary to
facilitate teachers the design of location-based games
• Evaluation with a) 17 teachers in 4 real learning scenarios for
designing their own location-based games; b) workshop session
involving 20 teachers in a game design task
GTI Seminar, 16 December 2013
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8. Contribution 2
(2/2)
A metaphor considering puzzle board games
elements to facilitate teachers designs of their own
location-based games
Partial Findings
• Teachers have properly used the proposed approach, highlighted many educational benefits, agreed with the definitions
and the importance of the different elements involved in the design of the proposed puzzle-based metaphor
• The puzzle-based metaphor has been proved also to be a feasible approach to define location-based games for different
contexts and educational purposes
• Teachers stress a) the need of setting a maximum number of attempts proportional to the number of possible answers per
question; b) the importance of only designing hints in these cases that they are meaningful
Submitted publications
Melero, J., Santos, P., Hernández-Leo, D., & Blat, J. (2013). Puzzle-based Games as a Metaphor for Designing In Situ Learning Activities. In Proceedings of the 6th
European Conference on Games Based Learning (pp. 674-682), Porto, Portugal.
Melero, J., Hernández-Leo, D., & Blat, J. (submitted). Teachers can be involved in the design of gamified m-learning activities: the use of the puzzle metaphor.
GTI Seminar, 16 December 2013
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9. Contribution 3
(1/2)
Implementations of location-based games considering
the conceptual model and the associated binding, and
evaluation in real cases studies
Discovering
L’H
Discovering
Vic
Discovering
Sant Sadurní
Discovering
the MNAC
Learning about
the heritage of the
city of l’Hospitalet
Learning about
the city of Vic and
its art history
Learning about
the heritage of
Sant Sadurní
Learning about
different pictures
of the museum
7 teachers ,
using the paperbased templates
1 teacher ,
using the paperbased templates
7 teachers ,
using the paperbased templates
1 teacher,
using the paperbased templates
74 students ,
using
“QuesTInSitu: The
Game”
64 students ,
using
“QuesTInSitu:
The Game”
43 students ,
using
“QuesTInSitu:
The Game”
36 students,
using
“QuesTInSitu:
The Game”
GTI Seminar, 16 December 2013
http://youtu.be/BTSsXa_e-6M
9
10. Contribution 3
(2/2)
Implementations of location-based games considering
the conceptual model and the associated binding, and
evaluation in real cases studies
Partial Findings
• Students enjoy the proposed approach
• To offer the students the possibility of moving to next levels without completing
correctly all the questions
• Discrepancies when subtracting points
• Students avoid to access to the hints
• MNAC: Students using the puzzle game board approach tend to obtain better
outcomes than students using a test-based approach
Submitted publications
Melero, J., Sun, J., Hernández-Leo, D., Santos, P., & Blat, J. (conditionally accepted). How was the activity? A visualization support for a case of situated m-learning
design. British Journal of Educational Technology.
Melero, J., Hernández-Leo, D., & Blat, J. (in preparation). Gamified Learning Activities in Situ: Lessons Learnt with Teachers as Designers and Students.
Melero, J., Hernández-Leo, D., & Blat, J. (submitted). Puzzle-based game design elements in an in-situ indoor m-learning activity.
GTI Seminar, 16 December 2013
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11. Conclusions and
Future research work
•Metaphor (and paper-based templates) as a scaffolding approach for teachers to design location-based games
•Use of hints: promotes active learning, students find others strategies (asking people, searching the Internet)
•Implementation of an authoring tool
•Further research on:
o Punctuation mechanisms and number of attempts for answering questions
o Collaboration dynamics
o Location-based games across spaces; not standalone approaches
GTI Seminar, 16 December 2013
11
Editor's Notes
Comentar que posible aplicar en sentido amplio ese approach combinando el mundo real y el virtual?