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EXPLORING
 MOBILE AND CONTEXTUAL
LEARNING WITH GGULIVRR

               Hiram Bollaert
             Justino Lourenço
                         2012
Content

          • Context
          • Project Goal
          • GGULIVRR concept

          • Exploration of mobile and contextual learning

          • Architecture

          • GGULIVRR blocks and game experience

          • Project status

          • Answers

                                                            2
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
Project goal




           • Network agnostic solution.
           • Platform Independent.
           • User may built the solution.



                                            4
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
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
Architecture




      JSON
                 JSON replication

     GGULIVRR

       HTML

     UIWebView




                                    7
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
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
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
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
Project status




           • iOS solution on the test;
           • Several case scenarios purposed;
           • Consortium of Universities in an IP –
             Erasmus Program.




                                                     12
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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EJML Conference Presentation

  • 1. EXPLORING MOBILE AND CONTEXTUAL LEARNING WITH GGULIVRR Hiram Bollaert Justino Lourenço 2012
  • 2. Content • Context • Project Goal • GGULIVRR concept • Exploration of mobile and contextual learning • Architecture • GGULIVRR blocks and game experience • Project status • Answers 2
  • 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. Project goal • Network agnostic solution. • Platform Independent. • User may built the solution. 4
  • 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. 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. Architecture JSON JSON replication GGULIVRR HTML UIWebView 7
  • 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. 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. 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. 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. Project status • iOS solution on the test; • Several case scenarios purposed; • Consortium of Universities in an IP – Erasmus Program. 12
  • 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