427 research outputs found

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Engaging students with intellectual disabilities through location based games based learning

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    Learning, is both an emotional and cognitive process and according to researchers and teachers worldwirde, when players are engaged in activities that are intrinsically motivating, they are more prone to demonstrate deep learning. Since 1981 when Malone used digital games as a medium in order to analyze intrinsic motivation, digital games have been reported to stimulate the students’ interest, while motivating them to deploy control, curiosity and imagination. Studies within our research grouping have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with Intellectual disabilities and associated sensory impairments. One current are of interests is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using locative based services (on the Android OS) and is the output of a EU award (504970-LLP-1-2009-1-UK-KA3-KA3MP). In the following paper we will present piloting findings from the piloting use of RouteMate application as well as an initial proposal of a playful locative DGBL integration in the educational experience of users with intellectual disabilities

    Augmenting reality and formality of informal and non-formal settings to enhance blended learning

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    Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies and smartphones can transform such informal and non-formal settings into digitally augmented learning settings by superimposing "digital" layers of information over physical objects or spaces. At the same time, the formality of these settings increases when connected to formal settings through these digital layers. The right combination of AR and mobile technologies with computer-based educational tools such as Learning Management Systems (LMSs) drives this digital connection, leading to articulated blended learning activities across formal, non-formal and informal settings. This paper contributes to the TEL field with: (1) three blended learning activities illustrating the idea of augmented informal/non-formal settings; (2) results from the cross-analysis of these activities that evidence the impact of technology to enhance blended learning; and (3) a set of lessons learned about the possibilities of NFC/GPS AR technologies and LMSs for blended learning. This work provides insights for the design and implementation of similar technology-enhanced blended learning activities. © 2008-2011 IEEE

    The Gameful Museum: Developing a Location-Based Game Design Framework for Engagement and Motivation

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    The popularity of location-based games, which blend digital and physical gameplay in specific real-world locations, has been rising in recent years. Research in museum studies looking into these games as engagement tools has so far been limited to individual case studies or sporadic overviews of play and games that do not explore the relationship between game design, location, gameplay and the museum experience. This practice-led thesis addresses this gap through the development of a game design framework and guidelines to create location-based games in museums, combined with a study of the impact of the designed experiences on audiences’ motivation to visit and engage with museum content. The findings and framework proposed are relevant for museum professionals and game designers who are interested in developing this practice while benefiting from guidance grounded in real-world research. Methodologically, I supplemented a study of past experiences with a first-person gameplay analysis, the results of which informed the design and examination of case studies of games for Exeter’s Royal Albert Memorial Museum & Art Gallery (RAMM) developed in collaboration with the museum staff and external game designers. Findings suggest that location-based games benefit museums by creating added motivation to visit, attracting new and existing audiences, increasing and diversifying engagement with the museum content, and to a lesser degree, supporting knowledge acquisition. Structuring visits into games limits the possible actions of players while offering agency within those limitations, making the players part of a story and giving them challenges to complete, encouraging visitors to become more active and invested in exploring the space and the content displayed. I conclude this thesis by proposing the concept of the gameful museum as a possible path for museums as institutions of learning and entertainment, offering the location-based game design framework as an instrument to work towards audience development and engagement and highlighting the field’s future potential

    Location-based Marketing: the academic framework

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.Over the last several years one could observe revolution in location-based technologies and geospatial information. Location awareness of mobile devices resulted in development of Location-Based Services (LBS) that are realization of that revolution in the most personal and contextual way. The ability to reach consumers in the highly targeted manner based on spatio-temporal criteria, attracted marketers from the early beginning of LBS creating field called Location-Based Marketing. Today decreasing prices of smartphones and wireless internet, as well as integration of location-aware mobile solutions and social media is leading to new possibilities and opportunities. The academic and professional interests of the author made him noticed that although the industry has challenged a significant development, there is lack of publications that would put an academic framework on that progress. The research has fulfilled this gap by extensive investigation of the current state of the art of Location-Based Marketing and its foundations - Location Based Services. The dissertation provides academic framework by comprehensive analysis of the Location-Based Marketing from LBS and marketing perspective. Further the thesis is addressing the issue of significant discrepancy between theoretical concepts of measurable Location-Based Social Media data and the actual data than can be legally accessed and used for marketing analysis purposes by investigation a case study of Location-Based Social Network - Foursqaure and Location-Based Analytics platform VenueLabs

    Decoding learning: the proof, promise and potential of digital education

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    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog

    User Experience of Geocaching and Its Application to Tourism and Education

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    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntÀÀ viihdettĂ€ ja peliteknologiaa ihmisten vĂ€lisessĂ€ vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tĂ€rkeĂ€ osa ihmisten arkipĂ€ivÀÀ. Ihmisen ja tietokoneen vĂ€lisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nĂ€hty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijĂ€t, sekĂ€ insinööritieteenĂ€, johon sisĂ€ltyy tietojenkĂ€sittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhĂ€ tĂ€rkeĂ€mmĂ€ssĂ€ osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttÀÀ kĂ€yttĂ€jiĂ€. (Norman 2002.) PelinkehittĂ€jĂ€t ovat selvittĂ€neet pelisuunnittelun kannalta olennaisia tekijöitĂ€ ja tunnistaneet, ettĂ€ pelien menestyksen salaisuus on kĂ€yttĂ€jĂ€kokemus. KĂ€yttĂ€jĂ€keskeisessĂ€ suunnittelussa kĂ€yttĂ€jien toiminnan kĂ€ytĂ€ntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. GeokĂ€tköily on paikannukseen perustuva aarteenetsintĂ€peli, jonka pelaajat ovat luoneet yhdessĂ€. Pelaajat kĂ€yttĂ€vĂ€t GPS-teknologiaa "aarteiden" etsimiseen ja lisÀÀvĂ€t omia geokĂ€tkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessĂ€ kĂ€tköjĂ€, jotka vaativat yhĂ€ enemmĂ€n mielikuvitusta. TĂ€ssĂ€vĂ€itöskirjassa tutkitaan geokĂ€tköilyn kĂ€yttĂ€jĂ€kokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokĂ€tköilyĂ€ pelataan noin 180 maassa, ja rekisteröityneitĂ€ kĂ€yttĂ€jiĂ€ on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). TĂ€ssĂ€ tutkielmassa esitellÀÀn vuorovaikutusmalli nimeltÀÀn GameFlow Experience -mallia, jota voidaan kĂ€yttÀÀ aarteenetsintĂ€sovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventÀÀ erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekĂ€ nĂ€kökulman, joka tulisi ottaa huomioon seikkailupelien menestystĂ€ arvioitaessa. KĂ€yttĂ€jĂ€keskeisessĂ€ pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkĂ€sittelytieteeseen. Useiden vuosien ajan, kĂ€yttĂ€jĂ€keskeisen suunnittelun lĂ€hestymistavasta on tullut tĂ€rkein tutkimusala ohjelmistokehityksessĂ€. Tutkimus on keskittynyt ohjelmistojen kehitykseen kĂ€yttĂ€jĂ€keskeisessĂ€ suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita kĂ€yttĂ€jĂ€keskeisessĂ€ tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus kĂ€yttĂ€jĂ€kokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistĂ€ paremmin ymmĂ€rtÀÀ tuotteiden ja palvelujen luomia kĂ€yttĂ€jĂ€kokemuksia. Tutkimuksen tavoitteena on esitellĂ€ kĂ€yttĂ€jĂ€kokemusta ja miten sitĂ€ voidaan kĂ€yttÀÀ uusien aarteenmetsĂ€styskonseptien kehittĂ€miseen. InsinööreillĂ€, suunnittelijoilla ja tutkijoilla tulisi olla selkeĂ€ kĂ€sitys siitĂ€, mikĂ€ kĂ€yttĂ€jĂ€kokemus on, mitkĂ€ ovat sen osat ja mikĂ€ tĂ€rkeintĂ€, miten voimme vaikuttaa kĂ€yttĂ€jĂ€n tyytyvĂ€isyyteen. LisĂ€ksi pitĂ€isi ymmĂ€rtÀÀ, miten kĂ€yttĂ€jĂ€t toimivat elektronisten tuotteiden kanssa sekĂ€ miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessĂ€ kĂ€yttĂ€jien kokemuksiin. VĂ€itöskirja on pioneerityö kĂ€yttĂ€jĂ€kokemuksesta geokĂ€tköilyssĂ€ ja aarteenetsintĂ€ peleissĂ€ matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittĂ€jille, jotka suunnittelevat aarteenetsintĂ€konsepteja.Siirretty Doriast
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