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AnswerTree â a hyperplace-based game for collaborative mobile learning
In this paper we present AnswerTree, a collaborative mobile location-based educational game designed to teach 8-12 year olds about trees and wildlife within the University of Nottingham campus. The activity is designed around collecting virtual cards (similar in nature to the popular Top TrumpsTM games) containing graphics and information about notable trees. Each player begins by collecting one card from a game location, but then he or she can only collect further cards by answering questions â whose solutions are obtainable through sharing knowledge with other cardholders. This ostensibly allows each player to become a subject expert at the start of the game, encouraging collaborative interaction for the game to be successfully completed. In this initial paper we will outline the structure and background of this location based game. AnswerTree has been authored within the Hyperplace framework, and is a first implementation of a wider process to develop a flexible, multi-purpose platform for both individual and group location-based mobile learning
ENHANCING USERSâ EXPERIENCE WITH SMART MOBILE TECHNOLOGY
The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience.
This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the âChronology of His Majesty Sultan Haji Hassanal Bolkiahâ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalamâs museums. The second study involved testing of the âKent LiveMapâ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application.
Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalamâs museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable
Complete LibTech 2013 Print Program
PDF of the complete print program from the 2013 Library Technology Conferenc
Supporting the Mobile In-situ Authoring of Locative Media in Rural Places: Design and Expert Evaluation of the SMAT app
Providing users with carefully authored Locative media experiences (which can be consumed via their GPS equipped smartphones or tablets) has significant potential for fostering a strong engagement with their current surroundings. However, the availability of mobile tools to support the authoring of locative media experiences in-situ, and by non-technical users, remains scarce. In this article we present the design and field-trial expert evaluation of a mobile app developed under the SHARC project (Investigating Technology Support for the Shared Curation of Local History in a Rural Community). The app is named SMAT (SHARC Mobile Authoring Tool) and supports the authoring of Locative Media experiences with a focus on the creation of POIs (Points of Interest) and associated geo-fences which trigger the pushed delivery of media items such as photos, audio clips, etc. One important requirement of SMAT is the ability to support authoring in places where connectivity is intermittent or unavailable, e.g. many rural areas
Ventures in Social Media
Academic libraries are actively involved in social media platforms as part of their campus communities. They have moved past the debate of whether to participate in social media and are focusing on strategies to develop engaging content and assessment of their efforts. Social media use in the campus classroom continues to grow with more faculty using social media in academic context. Given the widespread adoption of social media on the University of San Diego campus Copley Library formed a Social Media Committee (SMC) to manage the libraryâs social media presence with a mission to promoting the libraryâs services and events. After establishing Facebook and Twitter accounts the committee looked to expand their presence on other platforms. To determine which social media platforms undergraduates were using, the committee designed and administered a survey in the fall of 2013. The survey confirmed that USD undergraduates were still using Facebook and showed 56% now use multiple social media sites: Twitter, Pinterest, Tumblr, and Instagram. The SMC diversified onto Instagram and Pinterest platforms to interact with students on visual platforms.Ye
Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes
Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote studentâs engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess studentâs learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive gamesâ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.Funding: This work is supported by national funds through FCT - Foundation for Science and Technology, I. P., in the context of the project PTDC/CED-EDG/32422/2017, and through the MĂ©dio Tejo Intermunicipal Community,under project âCiĂȘncias nas Escolasâ. Acknowledgments: The authors wish to thank the Computer Engineering Teacher AndrĂ© Carvalho, and the Computer Engineering BSc students of Instituto PolitĂ©cnico de Tomar, Miguel Silva, Rafael Lopes, Telmo Faria and Bernardo Alegria, for their effort on the development of the PlanetarySystem platform.info:eu-repo/semantics/publishedVersio
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