This document discusses location-based mobile learning games. It describes a summer school program that teaches students how to create and play these games. Students learn principles of collaborative learning and learning by doing. The games use the urban environment as inspiration and context. Students make games using a platform that allows creating narratives, gameplay, and placing tasks and media on a map. Students then play the games on location, interacting with places on a map. Gameplay is archived for later reflection. The program aims to integrate these games into classrooms across subjects.
POST-READING ACTIVITIES
It may be elicited from listening, speaking, reading, writing skills, social and physical skills, games and play, and artworks which certainly enrich the emergent readers' love for reading.
In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play.
POST-READING ACTIVITIES
It may be elicited from listening, speaking, reading, writing skills, social and physical skills, games and play, and artworks which certainly enrich the emergent readers' love for reading.
In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
This presentation was used during a session on 'creative geography', organised by the Dutch 'Koninklijk Nederlands Aardrijkskundig Genootschap' on February 14 at the Hyperion College in Amsterdam. Focus of the presentation was on how to use the Mobile Learning Academy when teaching geography.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Trip report: Games and Learning Conferences 2008Steve Vosloo
I presented at the 2008 Games, Learning and Society and ED-MEDIA conferences. In this presentation are broad themes related to digital game-based learning ...
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
This presentation was used during a session on 'creative geography', organised by the Dutch 'Koninklijk Nederlands Aardrijkskundig Genootschap' on February 14 at the Hyperion College in Amsterdam. Focus of the presentation was on how to use the Mobile Learning Academy when teaching geography.
This is the slides of an invited talk at a very interesting event in Zurich on November 7 to 9. Put up my trans4mator
http://www.trans4mator.net/styled-2/page9/index.html
Similar to GamesAtelier @ Surfs Summerschool 09 (20)
City changemaker - Istanbul + Mobility workshop - March 28th '15Ronald Lenz
CITY//CHANGEMAKER is a platform for urban innovation in emerging cities in the Mediterranean and Middle East region.
On March 28th we launched CITY//CHANGEMAKER in Istanbul. On a cloudy Saturday at 09:00 AM 30 people showed up on the doorstep of Istanbul’s first ever coworking space Yazane.
The question to solve: “How might we give Istanbul commuters the most convenient, affordable and greenest transport options through the use of smart technology?”
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Narrated Business Proposal for the Philadelphia Eaglescamrynascott12
Slide 1:
Welcome, and thank you for joining me today. We will explore a strategic proposal to enhance parking and traffic management at Lincoln Financial Field, aiming to improve the overall fan experience and operational efficiency. This comprehensive plan addresses existing challenges and leverages innovative solutions to create a smoother and more enjoyable experience for our fans.
Slide 2:
Picture this: It’s a crisp fall afternoon, driving towards Lincoln Financial Field. The atmosphere is electric—tailgaters grilling, fans in Eagles jerseys creating a sea of green and white. The air buzzes with camaraderie and anticipation. You park, join the throng, and make your way to your seat. The stadium roars as the Eagles take the field, sending chills down your spine. Each play is a thrilling dance of strategy and skill. This is what being an Eagles fan is all about—the joy, the pride, and the shared experience.
Slide 3:
But now, the day is marred by frustration. The excitement wanes as you struggle to find a parking spot. The congestion is overwhelming, and tempers flare. The delays mean you miss the pre-game excitement, the tailgate camaraderie, and even the opening kick-off. After the game, the joy of victory or the shared solace of defeat is overshadowed by the stress of navigating out of the parking lot. The gridlock, honking horns, and endless waiting drain the energy and joy from what should have been an unforgettable experience.
Our proposal aims to eliminate these frustrations, ensuring that from arrival to departure, your experience is extraordinary. Efficient parking and smooth traffic flow are key to maintaining the high spirits and excitement that make game days special.
Slide 4:
The Philadelphia Eagles are not just a premier NFL team; they are an integral part of the community, hosting games, concerts, and various events at Lincoln Financial Field. Our state-of-the-art stadium is designed to provide a world-class experience for every attendee. Whether it's the thrill of game day, the excitement of a live concert, or the camaraderie of community events, we pride ourselves on delivering a fan-first experience and maintaining operational excellence across all our activities. Our commitment to our fans and community is unwavering, and we continuously strive to enhance every aspect of their experience, ensuring they leave with unforgettable memories.
Slide 5:
Recent trends show an increasing demand for efficient event logistics. Our customer feedback has consistently highlighted frustrations with parking and traffic. Surveys indicate that a significant number of fans are dissatisfied with the current parking situation. Comparisons with other venues like Citizens Bank Park and Wells Fargo Center reveal that we lag in terms of parking efficiency and convenience. These insights underscore the urgent need for innovation to meet and exceed fan expectations.
Slide 6:
As we delve into the intricacies of our operations, one glaring issue emer
Euro Cup international supporters can book Euro 2024 Tickets from our online platform Worldwideticketsandhospitality.com. Followers can book Turkey Vs Portugal Tickets on our website at sale prices.
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Mock 2024 NHL Draft Experts Divided after Celebrini, Levshunov, Silayev go in...Ice Brek
After the NHL Draft Lottery on Monday, Adam Kimelman, NHL.com’s deputy managing editor,
and Mike G., senior draft writer, Morreale make their predictions for how the first 16 selections
of the 2024 Upper Deck NHL Draft could turn out.
Results for LtCol Thomas Jasper, Marine, for the 2010 Marine Corps Marathon held October 31, 2010, marking the 35th annual marathon known as "The People's Marathon."
An impressive finishing time of 3:46:39, placing 324th in the Male division ages 40-44.
Spain's Euro Cup 2024 Selections and Croatia's Group of Death Challenge.docxEuro Cup 2024 Tickets
Chelsea's Marc Cucurella is one of only three Premier League players included in Spain's preliminary Euro Cup 2024 squad as the Tottenham star with 11 goal contributions is overlooked
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Mats André Zuccarello Aasen, commonly known as Mats Zuccarello, was born on September 1, 1987, in
Oslo, Norway. He grew up in the bustling neighborhood of Løren, where his passion for ice hockey began
at a young age. His mother, Anita Zuccarello, is of Italian descent, and his father, Glenn Aasen, is
Norwegian. This multicultural background played a significant role in shaping his identity and versatility
on and off the ice.
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8. Games Atelier
Learn by creating and playing
location-based games
9. Learning principles
Focus on student
learn by actively producing, part of everyday life, collaborative learning
Teacher as inspiration, coach and expert
Authentic and original material
Situation-based learning, experienced-based learning
Reflective learning
focus on the process, reflect on learning material and behavior
Donation
Share with others, present to others, create for others
Learning principles
Collaborative learning, learning by doing and making
10. Urban gaming principles
Urban environment as inspiration, context and trigger
Historical / Social / Cultural / Current / Personal perspectives
Storyline
meta narrative vs micro narratives and blackbox structures
Gameplay
game mechanics, social interaction, collaboration
Problem solving
just in time & on-demand info, skills as strategies, real world situations
Theatrics
dark-players, use actors & props, create settings (non-places)
Urban gaming principles
Where gaming and performance art meet
12. Make!
Prepare with Game boards
Game templates: Secret Trail, Adventure, Collect & Trade
Create narrative & define gameplay
Put ‘places’ - (complex) tasks, media, rewards - on a map
Publish - setup teams and release game rounds
Make! - set up your game
Create new games and publish
13. Make! - set up your game
Create new games and publish
14. Play!
Navigating ‘places’ on a map
Location-based interaction
view media/content, perform tasks, send in media, pick up rewards
Multi-user gameplay
location-based confrontations & trading, message with players
Collaborate with web player
Live game broadcast on the web
Play! - on the streets
Navigate, solve problems, be strategic and win!
15. Play! - on the streets
Navigate, solve problems, be strategic and win!
16. Play! - on the streets
Navigate, solve problems, be strategic and win!
17. Reflect!
All interaction archived
traces, opened ‘places’, uploaded media, gameplay actions
Replay and pause for reflection
Personal view and overall view for teachers
Share game experience with others
Reflect!
Replay games for discussion in classrooms
19. Classroom situation
Games & experiences shared in school community
use for different curricula
History, social studies, geography, math, biology, ...
Large scale competitions
Support
‘teach the teacher’ workshops
Hardware kits with gps phones
Classroom situation
Integrating into the school system
22. An educational location-based trading game played in A’dam &
New A’dam at the same time about our shared history
Players are traders creating a wealthy New Amsterdam colony
1. negotiate & trade goods with traders in the other city
2. finalize the deal & buy the goods
3. sell them on the local market for a higher price
Based on real market history and mechanisms
All players receive historical events together with the changing
market exchange rates and keep track to get the best deal
The Island
24. Connecting Brazilian and Dutch students
Combining Brazilian Gincana with GPS games
Sharing culture by donating games
Global Gincana
Share visions and experiences of living in big multi-ethnic cities