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Knowledge
Quest
A mobile
learning tool
for the
Humanities
E. Faulcon
 This mobile course will offer students the opportunity
to learn and master their knowledge of major events
in the culture of humanity. Students will gain a grasp
many of the key cultural events and trends from
ancient through contemporary times.
Learning Outcomes
 Through the use of Gamification students will interact
with each other to test their understanding in the
liberal arts:
 History
 Philosophy
 Art
 Literature
 Architecture
Course Overview
 Interactive Quizzes – Students compete and test their knowledge with
their classmates as well as other students from around the globe
creating opportunities for social learning. They will also earn badges
and recognition for their individual achievements through course
mastery.
Earn Badges and Rank
Master
Philosopher
Keeper of the
Knowledge
Journeyman
Historian
Temple of Time
Choose a topic and the adventure begins !
Source:
Princeton
Library
Interactive time-lines add
context to learning!
 Open Educational Resources (OER) will allow students
to curate and collect their own art ! With with their
mobile device students will tour museums and gain a
understanding and appreciation for the arts.
 Rijksstudios – Brought to you by the Rijksmuseum in
the Netherlands
 The Temple of Time and Open Educational Resources
like Rijkstudios encourage discovery learning
 Students can create videos: (Example French
Cathedrals) with Knowledge Quest (connects student
to Animoto Educational Account)
Curate a Collection of Art
It is important to determine how student will be tested
for course material understanding and mastery. Both
formative and summative assessments will be offered
as students work toward the end goal of earning
badges, connecting process with learning outcomes.
Assessments
 Mobile learning in the humanities creates opportunity
for authentic 21st century learning, encompassing the
areas of information literacy, solution and problem
solving as well as media fluency. This process also
encourages creativity and collaboration all part of the
process toward creating the savvy global digital
citizen.
Global Digital Citizen
 Design Team Considerations:
 User interface. How does design function in use
 Testing protocols that track success and failures
 Mobile Application parameters – technical requirements
 Team Members
 Project Lead
 Instructional Designers
 Subject Matter Experts
 Application Software developers
 Graphic Designers
 Software QA Testers and Beta Users.
Continuous Cycles of Design

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Mobile knowledge quest ii

  • 1. Knowledge Quest A mobile learning tool for the Humanities E. Faulcon
  • 2.  This mobile course will offer students the opportunity to learn and master their knowledge of major events in the culture of humanity. Students will gain a grasp many of the key cultural events and trends from ancient through contemporary times. Learning Outcomes
  • 3.  Through the use of Gamification students will interact with each other to test their understanding in the liberal arts:  History  Philosophy  Art  Literature  Architecture Course Overview
  • 4.  Interactive Quizzes – Students compete and test their knowledge with their classmates as well as other students from around the globe creating opportunities for social learning. They will also earn badges and recognition for their individual achievements through course mastery. Earn Badges and Rank Master Philosopher Keeper of the Knowledge Journeyman Historian
  • 5. Temple of Time Choose a topic and the adventure begins ! Source: Princeton Library Interactive time-lines add context to learning!
  • 6.  Open Educational Resources (OER) will allow students to curate and collect their own art ! With with their mobile device students will tour museums and gain a understanding and appreciation for the arts.  Rijksstudios – Brought to you by the Rijksmuseum in the Netherlands  The Temple of Time and Open Educational Resources like Rijkstudios encourage discovery learning  Students can create videos: (Example French Cathedrals) with Knowledge Quest (connects student to Animoto Educational Account) Curate a Collection of Art
  • 7. It is important to determine how student will be tested for course material understanding and mastery. Both formative and summative assessments will be offered as students work toward the end goal of earning badges, connecting process with learning outcomes. Assessments
  • 8.  Mobile learning in the humanities creates opportunity for authentic 21st century learning, encompassing the areas of information literacy, solution and problem solving as well as media fluency. This process also encourages creativity and collaboration all part of the process toward creating the savvy global digital citizen. Global Digital Citizen
  • 9.  Design Team Considerations:  User interface. How does design function in use  Testing protocols that track success and failures  Mobile Application parameters – technical requirements  Team Members  Project Lead  Instructional Designers  Subject Matter Experts  Application Software developers  Graphic Designers  Software QA Testers and Beta Users. Continuous Cycles of Design