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GeoEduc3D:  Mind your game, game your mind! ED-MEDIA 2011 Lisbon JUNE 27-30 Michael POWER Sylvie BARMA Sylvie DANIEL ©GéoEduc3D
The  GeoEduc3D  Project ,[object Object],GeoEduc3D project – Online meeting – June 10th, 2009 Geomatics Education Geography Computer Science Sc. & Tech Education Educational  Technology Soc. Sc. Education
[object Object],[object Object],GeoEduc3D project – Online meeting – June 10th, 2009 Geomatics Education Geography Computer Science The  GeoEduc3D  Project Sc. & Tech Education Educational  Technology Soc. Sc. Education
Mobile serious gaming Activity that allows game-playing ANYWHERE 
 Based on gamer location geo-positioning geotagging  geo-caching Photo: http://www.henryjenkins.org/klop5.jpg
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],The  GeoEduc3D  Project
[object Object],[object Object],Rob Harrap QUEEN’s Univ. Michael Power LAVAL Univ. Project management Canadian Team
[object Object],Canadian Team
[object Object],International Collaborators
[object Object],Education Reform in Québec Technology and Science Education
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Sources : Google images Education Reform in Québec Technology and Science Education
[object Object],[object Object],[object Object],[object Object],[object Object],UNESCO (2010) Gouvernement du Québec (2006) Curricular Foundations
Education  Geomatics Useable Classroom Content Pedagogical/Didactic Scenarios Geospatial Data generation, retrieval & processing  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Education  Geomatics A Serious Gaming approach ------------ Attractive gaming interface for youth Useable Classroom Content Pedagogical/Didactic Scenarios Geospatial Data generation, retrieval & processing  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
21 st  century, cross-disciplinary competencies & serious gaming ,[object Object],[object Object],[object Object],fastcompany.com
[object Object],[object Object],http://www.photoshopcstutorial.com/tutorials/magnify/images/magnifyingglass.gif 21 st  century, cross-disciplinary competencies & serious gaming AND
[object Object],[object Object],Research questions
Methodology: Design-based research   ,[object Object],[object Object],[object Object],[object Object],[object Object]
Internet, cell phones, PDAs, smart phones   the “Connected” Generation (CEFRIO, 2009)  Environment-related Issues New Competencies Development (School Reform) Educational activities based on mobile serious gaming
Competency development & technology mobile smartphones & software Google images Google Android Apple iPhone +
A GeoEduc3D screen view under development Auteurs : Azuma, 1997; Milgram, 1994, MacIntyre, 2001 Reality is  augmented  by superimposing  virtual images. GPS combining AR ©GéoEduc3D mobilewhack.com
Client-Server Logic - Player Dynamics ,[object Object],[object Object],[object Object],Client :  Desk computer Android PDA, Iphone + outils Calculatrice, Google map Commander Scout Comms (Twitter ) 3 Experts -energy efficency -environment prot. -retrofittingmaterials Video Feed -Validates  calculations,  - Provides info on building energy  consumption. -Positions geo- tags Server database: determines geotag positioning, energy availibility, etc. Detects Geo-tags Community WIKI Communication w/ Comms ©GéoEduc3D
Positioning of geo-tags ,[object Object],obstacles Game Geotag Team  Bonus  points Building  Traps  Game area
Roles ,[object Object],[object Object],[object Object],actucine.com
Commander ,[object Object],[object Object],[object Object],Oy, did any one see that ?(*&(*% French ship? French ship
Commander’s map ©GĂ©oEduc3D
Commander’s map ,[object Object],©GĂ©oEduc3D
ROLES: Experts ,[object Object],[object Object],[object Object],©GéoEduc3D
ROLES: Experts ,[object Object],[object Object],[object Object],[object Object],©GéoEduc3D
ROLES: Comms ,[object Object],[object Object],[object Object],©GéoEduc3D
Comms ,[object Object],©GéoEduc3D
Comms ,[object Object],And a-skyping too!
Comms Map ,[object Object],©GéoEduc3D
ROLE: the Scout ,[object Object],models2u.co.uk ©GéoEduc3d
ROLE: the Scout ©GéoEduc3D
Budget ,[object Object],©GéoEduc3D
Logbook ,[object Object],Log entry Logbook ©GéoEduc3D
Funding gauges ,[object Object],©GéoEduc3D
Options ,[object Object],©GéoEduc3D
Option purchases  ,[object Object],©GéoEduc3D
Control ,[object Object],©GéoEduc3D
whatdaphuk.com Just in case  someone  
 .. up!
Alerts ,[object Object],« You have just fallen in a trap (
loser)  ».  this screen comes up. ©GĂ©oEduc3D
Comms Options ©GéoEduc3D
Capturing a building ,[object Object],[object Object],[object Object]
Capturing a building ,[object Object],Experts are positioned around the building  to capture it. Line-of-sight. ©GéoEduc3D
Capturing a building ,[object Object],[object Object]
Scientific and technological culture ,[object Object],[object Object],[object Object],[object Object]
Sylvie DANIEL  – Principal Investigator/Director [email_address]   Rob HARRAP  – Co-director [email_address]   Michael POWER  - Co-director-Education [email_address]   Sylvie BARMA  Researcher in Science Education [email_address]   GeoEduc3D http://geoeduc3d.scg.ulaval.ca/
Thank you! [email_address] Obrigado!

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Power barma-daniel-geo ed3d-ed-media-2011

  • 1. GeoEduc3D: Mind your game, game your mind! ED-MEDIA 2011 Lisbon JUNE 27-30 Michael POWER Sylvie BARMA Sylvie DANIEL ©GĂ©oEduc3D
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  • 4. Mobile serious gaming Activity that allows game-playing ANYWHERE 
 Based on gamer location geo-positioning geotagging geo-caching Photo: http://www.henryjenkins.org/klop5.jpg
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  • 19. Internet, cell phones, PDAs, smart phones the “Connected” Generation (CEFRIO, 2009) Environment-related Issues New Competencies Development (School Reform) Educational activities based on mobile serious gaming
  • 20. Competency development & technology mobile smartphones & software Google images Google Android Apple iPhone +
  • 21. A GeoEduc3D screen view under development Auteurs : Azuma, 1997; Milgram, 1994, MacIntyre, 2001 Reality is augmented by superimposing virtual images. GPS combining AR ©GĂ©oEduc3D mobilewhack.com
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  • 35. ROLE: the Scout ©GĂ©oEduc3D
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  • 42. whatdaphuk.com Just in case someone 
 .. up!
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  • 49. Sylvie DANIEL – Principal Investigator/Director [email_address] Rob HARRAP – Co-director [email_address] Michael POWER - Co-director-Education [email_address] Sylvie BARMA Researcher in Science Education [email_address] GeoEduc3D http://geoeduc3d.scg.ulaval.ca/

Editor's Notes

  1. En moins de cinq ans, le jeu mobile s’est dĂ©veloppĂ© pour se positionner comme influence majeure dans les domaines de l’éducation et de la formation continue (ALLY, 2009 ; ERMI & MÄYRÄ, 2005 ). Il fait maintenant l’objet de confĂ©rences internationales, de publications savantes ( International Journal of Mobile Learning and Organisation ) et, surtout, de l’émergence d’une industrie qui rapporte 750 millions de dollars aux États-Unis en 2009 avec une augmentation observĂ©e du rendement annuel de 20% (AMBIENT INSIGHT RESEARCH,). De nouveaux dĂ©veloppements dans le domaine du M-learning et du M-gaming permettent maintenant l’exploitation de la position du joueur ( gamer localisation ), le geo-tagging et le geo-caching (KLOFPER, 2008). La localisation offre de nouvelles perspectives pour enrichir les jeux ainsi que l’apprentissage des joueurs en exploitant leur position et leur contexte spatial « rĂ©el ». Le geo-tagging rĂ©fĂšre Ă  l’association de coordonnĂ©es ou de localisation gĂ©ographiques Ă  diffĂ©rents mĂ©dias (texte, photo, documents, etc.). Les balises de gĂ©o-localisation peuvent faire appel Ă  la fois Ă  des donnĂ©es GPS, Ă  des informations de saisie telles le code postal, l’heure de capture ou le lieu de saisie. Le geo-caching fait appel au positionnement par satellite afin de permettre aux joueurs de retrouver des objets cachĂ©s Ă  divers endroits dans le monde.
  2. Ce qui rapproche les jeux sĂ©rieux des jeux de simulation qui sont dĂ©finis comme un modĂšle simplifiĂ© et dynamique d’un systĂšme rĂ©el ou hypothĂ©tique.
  3. L’essor des technologies de l’information et de la communication a contribuĂ© de façon significative aux rĂ©centes avancĂ©es dans le monde de la science et de la technologie. Le recours Ă  divers outils technologiques (sondes connectĂ©es Ă  des interfaces d’acquisition de donnĂ©es, dessin assistĂ© par ordinateur, logiciels de simulations informatisĂ©s, etc.) dans l’expĂ©rimentation et la rĂ©solution de problĂšmes scientifiques ou technologiques contribue Ă  dĂ©velopper la compĂ©tence de l’élĂšve Ă  exploiter les technologies de l'information et de la communication. (Gouvernement du QuĂ©bec, 2006, p.8).
  4. Laurent Michaud, chef de projet pour le groupe IDATE dans son rapport 2008, alors qu’il prĂ©cise que le taux de pĂ©nĂ©tration au niveau mondial des tĂ©lĂ©phones mobiles en mai 2008 est de 70%  Les appareils mobiles tels que GPS (global positioning system ); Ordis portables; PDAs; Cellulaires et smart phones; etc. Se servent des technologies telles que: WiFi (wireless fidelity) - technologie de rĂ©seau local sans fil Communications mobiles, cf. Bluetooth et 3G (3e generation), etc. Communiquer, collaborer, crĂ©er. le CEFRIO a menĂ© la plus vaste Ă©tude jamais rĂ©alisĂ©e au QuĂ©bec sur les perceptions et les comportements des 12-24 ans face aux technologies de l’information et sur les usages qu’ils en font 91 % des Ă©tudiants utilisent un ordinateur pour rĂ©aliser leurs travaux Ă  l’extĂ©rieur des cours. Seulement 13 % des Ă©tudiants du secondaire se servent systĂ©matiquement d’un ordinateur en classe comparativement Ă  33 % au cĂ©gep et 29 % Ă  l’universitĂ©. 46 % des jeunes considĂšrent que seulement quelques-uns de leurs professeurs disposent des connaissances adĂ©quates pour les accompagner dans leur apprentissage des TI.
  5. Les appareils mobiles telles que GPS (global positioning system ); Ordis portables; PDAs; Cellulaires et smart phones; etc. Se servent des technologies telles que: WiFi (wireless fidelity) - technologie de réseau local sans fil Communications mobiles, cf. Bluetooth et 3G (3e generation), etc.
  6. Le flux vidĂ©o : Il n'est que pour l'Ă©claireur, il n'y a que lui qui le voit, et il n'est pas envoyĂ© Ă  la base de donnĂ©es ni Ă  l'ordinateur fixe. Ensuite, il faudrait peut ĂȘtre sĂ©parer ordinateur fixe et base de donnĂ©es. En effet, l'ordinateur du commandant se comporte comme un client, tout passe par le serveur, le commandant lui aussi. Il n'a pas accĂšs directement Ă  la base de donnĂ©es. En fait il communique avec le radio la position du gĂ©otag. Et le radio le transmet au commandant Ă  l'aide de twitter. Au dĂ©but du jeu, le commandant connaĂźt les coordonnĂ©es des joueurs. Les joueurs doivent rĂ©ussir un boni (une Ă©nigme), une question Ă  choix multiples qui leur donne accĂšs Ă  la capture du bĂątiment. Nous avons dĂ©cidĂ© de positionner une Ă©nigme avant la capture afin que les joueurs se familiarisent avec l'interface, l'environnement en gĂ©nĂ©ral. Si l'Ă©nigme est rĂ©solue, ils peuvent passer Ă  la prochaine Ă©tape c'est-Ă -dire la capture du bĂątiment. Par la suite, le commandant peut positionner ses joueurs autour du bĂątiment et ainsi permettre de le capturer. VoilĂ  que le rĂŽle de l'Ă©claireur est primordial puisqu'il devra vĂ©rifier que les joueurs ne tombent pas sur des gĂ©otags qui provoqueraient forcĂ©ment la perte de leur Ă©quipe (en crĂ©dits surtout).
  7. AprĂšs la crĂ©ation de l’équipe des Tags seront mis sur le terrain et surtout autour des bĂątiments Ă  capturer.
  8. AprĂšs la crĂ©ation de l’équipe, le commandant aura les noms des 3 batiments Ă  capturer (assigner alĂ©atoirememt sauf le 1 er ) ainsi que leurs historiques ( indices et problĂšme).
  9. Les applications dĂ©pendent du rĂŽle choisit. AprĂšs l’inscription, le commandant envoie la liste des bĂątiment Ă  capturer au radio, et ce dernier transmet ce message aux autres joueurs ( cette liste est enregistrĂ©e dans le journal). Et le jeu commence !!!
  10. Les applications dĂ©pendent du rĂŽle choisit. AprĂšs l’inscription, le commandant envoie la liste des bĂątiment Ă  capturer au radio, et ce dernier transmet ce message aux autres joueurs ( cette liste est enregistrĂ©e dans le journal). Et le jeu commence !!!
  11. Les joueurs s’inscrivent : 5 rĂŽles diffĂ©rents : un responsable des communications et trois experts chacun ayant sa propre spĂ©cialitĂ© Ă  savoir : Ă©nergie, environnement et matĂ©riaux.
  12. La communication entre le radio et le commandant se fait Ă  travers Twitter
  13. L’éclaireur pourra voir les gĂ©o tags en rĂ©alitĂ© augmentĂ©e
  14. L’éclaireur pourra voir les gĂ©o tags en rĂ©alitĂ© augmentĂ©e
  15. Le Budget (initialement 1500) change au fur et à mesure de l’avancement du jeu
  16. Au fur et Ă  mesure, le journal se rempli, ce qui fournie une source d’information ( pour les joueurs qui sont loin du groupe), sur le dĂ©roulement du jeu et sur la collaboration des joueurs.
  17. Lorsqu’on est a proximitĂ© d’un bĂątiment, une option dans le budget permet de voir les informations concernant ce bĂątiement.
  18. La liste d’option rĂ©pertorie toutes les options et qui peuvent ĂȘtre achetĂ©es pour amĂ©liorer le bĂątiement.
  19. Répertorie toutes les options qui ont été achetées
  20. Lorsqu’un Ă©vĂ©nement se produit (un joueur rentre dans un gĂ©o tag (obstacle, arnaque, jeu etc
)), une alerte est dĂ©clenchĂ©e.
  21. Les applications du radio changent, il a accĂšs Ă  la carte et Ă  un moyen de communication