149 research outputs found

    D3.5 Report on ECO social network integration features

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    This document describes how integrations with social networks are being developed in ECO platforms. With these new features, participants will be able to share results and other contents through Facebook, Twitter, Google plus.ICT Policy Support Programme as part of the Competitiveness and Innovation framework Programme (CIP) - grant number 62112

    Design of a game-based pre-hospital resuscitation training for first responders

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    Kalz, M., Schmitz, B., Biermann, H., Klemke, R., Ternier, S., & Specht, M. (2013). Design of a game-based pre-hospital resuscitation training for first responders. In A. Holzinger, M. Ziefle, & V. Glavinić (Eds.), SouthCHI 2013, LNCS 7946 (pp. 363-372). Germany: Springer, Heidelberg.This paper reports about the design of a game-based training intervention for pre-hospital resuscitation training. Our underlying assumption is, that survival chances in cardiac arrest situations could be significantly improved, if bystanders would be better educated and prepared to help. Based on a discussion of problems of current training concepts and related educational the-ories a game-based learning intervention is proposed. The focus of the interven-tion is the improvement of procedural knowledge and self-efficacy of partici-pants. The game is designed on the basis of the ARLearn platform. The game context and game-design is discussed. Last but not least we discuss short-term and long-term evaluation scenarios.This publication was partly financed by the European Regional Development Fund (ERDF), regions of the Euregio Meuse-Rhine and the participating institutions under the INTERREG IVa program (EMR.INT4-1.2.-2011-04/070, http://www.emurgency.eu)

    ARLearn:Learning activities and interaction in augmented reality

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    Ternier, S., Tabuenca, B., & Specht, M. (2012). ARLearn: Learning activities and interaction in augmented reality. In M. Specht, J. Multisilta, & M. Sharples (Eds.), Proceedings of the Mobile Augmented Reality for Education Workshop (pp. 10-13). October, 16-17, 2012, Helsinki, Finland.ARLearn is a tool suite for educators and learners supporting different phases and activities during a field trip. Learners can use the ARLearn app to explore and annotate the real world, while teacher can monitor their progress in real time

    ARLearn App for Android

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    Available under the GNU Lesser General Public License (LGPL3)ARLearn is a tool suite for educators and learners supporting mobile serious games. Learners can use the ARLearn app to organize a fieldtrip, exploring and annotating the real world, while teacher can monitor their progress in real time. The ARLearn platform is intended for teachers that organize a field trip, but can support other serious game scenarios as well. For instance, ARLearn is very suited to script simple game logic on a mobile device. With the authoring tool, one can create a series of message and define event and time wise when the messages are to be shown to a learner. The app has been developed in JAVA using the Android SDK and builds upon the the ARLearn software toolkit (Ternier, 2012). The easiest way to use this software is to download it from the app store: https://play.google.com/store/apps/details?id=org.celstec.arlearn2.androi

    D4.3 Mobile Data Collection System

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    D4.3 Mobile Data Collection System. weSPOT ProjectweSPOT Project IST (FP7/2007-2013) under grant agreement N° 318499

    D3.1 Validation of technical specifications of ECO modules

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    The objective of this document is to list the most important technical specifications of each MOOC platform that will be integrated in the overall ECO architecture. The objective of this particular task is to carry out analysis of all the technical specifications of each of the modules/platforms that are to be integrated in the global ECO platform. Once integration will be done, an Open Data exposure solution will be implemented by means of integrating an Open Data Catalog platform such as CKAN.ICT Policy Support Programme as part of the Competitiveness and Innovation framework Programme (CIP) - grant number 62112

    Immersive multi-user decision training games with ARLearn

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    Serious gaming approaches so far focus mainly on skill development, motivational aspects or providing immersive learning situations. Little work has been reported to foster awareness and decision competencies in complex deci-sion situations involving incomplete information and multiple stakeholders. We address this issue exploring the technical requirements and possibilities to de-sign games for such situations in three case studies: a hostage taking situation, a multi-stakeholder logistics case, and a health-care related emergency case. To implement the games, we use a multi-user enabled mobile game development platform (ARLearn). We describe the underlying real world situations and edu-cational challenges and analyse how these are reflected in the ARLearn games realized. Based on these cases we propose a way to increase the immersiveness of mobile learning games.SALOM

    Lessons Learned from Creating a Mobile Version of an Educational Board Game to Increase Situational Awareness

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    This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly describes the design of an educational board game for the field of disruption handling in logistics processes. Secondly, it de-scribes how the board game can be realized in an open-source mobile serious games platform and identifies lessons learned based on advantages and issues found. Thirdly, it derives requirements for a re-design of the mobile game and finally draws conclusions.SALOM
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