The Identi-Tee project is a technology infused experience and incorporates social learning, exploration and creativity.
Identity and belonging are the main themes of the the learning experience. It's part game, part creative expression and part augmented exhibition.
With a focus on people, places, and stories, we use technology directly with young people and engage them in 21st century skills by inviting them to consume, curate and create media.
Participants learn collaboration, critical thinking and problem solving, communication, interviewing, personal branding, reputation management, information and media literacy, and digital citizenship.
These meet many of the focuses on domains from the Victorian Curriculum and Standards.
2. Introduction
Almost every student carries a mobile device, making it a natural
choice for content creation, delivery, differentiated learning and
especially field work and data capture.
A recent survey predicts that by the year 2020, most people
across the world will be using a mobile device as their primary
means for connecting to the Internet. Last year's mobile data
traffic was 8 times that of the Internet in 2000.
Whenever one plays a game, and whatever game one plays,
learning happens constantly, whether the players want it to, and
are aware of it, or not. And the players are learning “about life,”
which is one of the great positive consequences of all game
playing. Marc Prensky
3. Introduction
The project is a technology infused experience and incorporates
social learning, exploration and creativity. Identity and belonging
are the main themes of the the learning experience. It's part
game, part creative expression and part augmented exhibition.
With a focus on people, places, and stories, we use technology
directly with young people and engage them in 21st century skills
by inviting them to consume, curate and create media.
Participants learn collaboration, critical thinking and problem
solving, communication, interviewing, personal branding,
reputation management, information and media literacy, and
digital citizenship. These meet many of the focuses on domains
from the Victorian Curriculum and Standards.
4. Mobile learning mechanics
A good mobile learning game has mechanics built in that
connects to social experiences and utilises all of the features and
opportunities that mobile devices bring such as the ability to:
● Be tied to locations that are relevant to the learners (schools,
cultural institutions, popular culture events, recreational
environments)
● Take photographs, record audio and video
● Create rich text documents
● Browse rich media on the Internet
● Communicate through social media
● Obtain location-based information (via GPS/WIFI)
● Regular feedback for achievements/mastery via badges and
re-enforcement of team culture
5. Victorian Essentials Learning
Standards
The Identi-Tee Project helps participants develop their self
confidence, emerging autonomy, interdependence, resilience
and sense of agency.
Civics and Citizenship Communication
● Civic knowledge and ● Listening, viewing and responding
understanding ● Presenting
● Community engagement Information and Communications
Interpersonal Development Technology
● Working in teams ● ICT for visualising thinking
● Building social relationships ● ICT for creating
Design, Creativity and Technology ● ICT for communicating
● Investigating and designing The Arts
● Producing ● Creating and making
● Analysing and evaluating ● Exploring and responding
7. Locative mobile technology
The game is built on ARIS which is a user-friendly, open-source
platform for creating and playing mobile games, tours and
interactive stories.
Participants use iPods, iPhones, iPads and Android powered
smartphones and tablets in small teams.
Using GPS, reference images, and QR Codes, ARIS players
experience a hybrid world of virtual interactive characters, items,
and media placed in physical space. Referenced from arisgames.org
8.
9. Stage one: Location based game
It's an all day event. The game is played in the Melbourne CBD
but could be replicated in any location with a shopping mall and
cultural institutions nearby. Participants visit the State Library of
Victoria, Melbourne Central, Federation Square, Australian
Centre for Moving Image, and the Immigration Museum.
Quests, characters and in game media unfold as participants
engage in the game-play and unlock the 3 levels of the game
from the north end of the city down to the Yarra river.
Level 1 and 2 are played in the morning and after a lunch break
(recharge), level 3 in the afternoon.
10.
11. Augmented Reality exhibition
After the game is played the participants either register for a half
day workshop where they learn to build a digital identity card and
Identity Artifact plaque. Otherwise they can submit finished
artwork for us to place in the augmented exhibition layer.
They use manga avatars and other digital media to make a
creative representation of themselves, one they are proud to
share. Participants can also link to online content they created in
game such as their blog, twitter and personal YouTube.
Their unique identity artifact will become part of the ongoing
Identi-Tee mini exhibitions at in and around Melbourne's cultural
institutions. Augmented Reality is built on the Layar platform.
12. Image: Example AR Identity Artifact
plaque from the team @curiositylab
13. Game outline
You will explore many aspects of identity as you play out the 3
levels of the game with your team. By completing the game you will
gain valuable personal insights you can use to better yourself and
your community.
You will confront stereotypes, explore gender, race, diversity,
reputation and many other factors that can impact one’s identity.
You will need to work in a small team of two or four and complete
numerous quests and tasks which require you to document your
findings and your experience in the media of your choice: Audio,
video, blog, comic strip.
How you connect, communicate, collaborate and learn collectively
will greatly influence your success during this quest.
15. Think-Pair-Share
We use a version of the Think-Pair-Share process, a collaborative
learning strategy based on active learning and situated learning.
Think-Pair-Share is a form of Active Learning, a model of instruction
that focus the responsibility of learning on the learners.
It is a collaborative learning strategy that:
● Can be used productively in large classes
● Encourages students to be reflective about course content
● Allows students to privately formulate their thoughts before
sharing them with others, and
● Can be used to develop specific higher-order thinking skills
We use this along with other methods of collaborative media creation
and the sharing part is done by creating personal blogs.
16. Game elements
The Identi-Tee Project is part digital storytelling, part
locative game, part augmented reality and is designed to
foster collaboration, build empathy, promote diversity,
enhance ICT and communication skills.
A catalyst for personal insight which connects participants
with many cultures, subcultures and communities.
Rewards for in game achievements come in the form of our
own 21st Century skills digital badges.
18. Level one
The first quest guide for this level is
Alice from the Curiosity Lab team.
Alice is a librarian and fitness/self
Th help guru.
Second guide is Jonas our resident
branding expert and life coach.
Teams transverse the north end of city as they discover their heritage,
family history, their culture, and their connection to subcultures and
brands.
They visit the State Library and Melbourne Central shopping mall.
During this level, participants also learn about personal branding,
media literacy, reputation management.
19. Level two
The quest guide for this level is Lisa from the
Curiosity Lab team. Lisa is a new media producer
and anthropologist.
Level two is an opportunity to synthesize what they
learned in level one, and begin to craft their story.
Interviewing, digital storytelling feature in this level.
They work with their teammates to research, interview and begin to
uncover and share their own unique identity. They do this by using
media (text, photo, audio, video) to share their personal story/identity
on a personal blog.
Team members use the CBD, share the roles of citizen journalist and
citizen designer throughout this level.
20. Level three
The quest guide for this level is Tai from the
Curiosity Lab team.Tai is a historian who makes
found art and produces original own digital music.
She also holds a degree in counselling.
Level three is an opportunity to delve deeper into
our diversity and shared identity as Australians.
They visit Federation Square, ACMI and and the Immigration Museum.
Teams will discover how sport and recreation play a large role in
determining our health and well-being.
Participants also explore some of the struggles we have with identity as
adolescents. They are encouraged to learn how celebrities and other
great leaders have shaped their identity throughout their lives.
22. Stage two: Augmented Reality
Participants go back to the classroom to do some more
research, complete the lesson plan and design their Tee-Shirt
(optional) and create their final Digital Identity Artifact.
They then attend a self directed online course and learn to
create their Digital Media Artifacts for Augmented Reality. *It
is optional to have participants place the Augmented Reality
into the layer themselves during a hands on workshop.
Next Curiosity Lab attach their Digital Media Artifacts as rich
media Augmented Reality (AR) layers which become part of
the ongoing Identi-Tee mini exhibitions at in and around
Melbourne's cultural institutions.
23. Project outcomes
● Teams confront stereotypes, explore gender, sexual
orientation, race, reputation and many other things that can
impact one’s identity.
● Participants generate original content with photos, videos,
comic strips, audio and text
● All content is published to a secure personal blog
● Lesson plan is aligned with Victorian curriculum to be used in
your classroom
● Participants learn to build for Augmented Reality
● Optional. Participants design their own Tee-shirt and print it
when they visit youth led social enterprise Print Side Up.
● Participants Digital Media Artifacts are Included in Identi-Tee
Artifacts exhibition around Melbourne's cultural institutions
24. Playtesting: May 2012
Please do get in touch if you would like your class to
participate in a series of play tests during May here in
Melbourne Australia. The game and exhibition is taking school
and other group bookings now for July 2, 2012.
There will be no cost to playtest.
You will be required to BYOD and participants will need to fill
out a short before and after game questionnaire.
Get in touch with me for more information. Want me to
reproduce this game in your city? I can, just ask.
Brendan - 03 9018 7340 or brendan@curiositylab.com.au
25.
26. Creative Commons license
Identit-Tee Project by Brendan O'Keefe is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike
3.0 Unported License.
Based on a work at curiositylab.com.au.
Permissions beyond the scope of this license may be
available at http://curiositylab.com.au.