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Design and implementation
techniques
for location-based learning games
Javier Melero
Universitat Pompeu Fabra
GTI Seminar, 16 December 2013
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
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
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
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

5
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

6
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

7
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

8
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
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

10
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

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Location-based learning games designed and implemented as puzzle boards

  • 1. Design and implementation techniques for location-based learning games Javier Melero Universitat Pompeu Fabra GTI Seminar, 16 December 2013
  • 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 5
  • 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 6
  • 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 7
  • 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 8
  • 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 10
  • 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

  1. Comentar que posible aplicar en sentido amplio ese approach combinando el mundo real y el virtual?
  2. Cambiar foto :P