17,292 research outputs found

    Mobile gaming patterns and their impact on learning outcomes: A literature review

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    Schmitz, B., Klemke, R., & Specht, M. (2012). Mobile gaming patterns and their impact on learning outcomes: A literature review. In A. Ravenscroft, S. Lindstaedt, C. D. Kloos, & D. Hérnandez-Leo (Eds.), Proceedings of 7th European Conference on Technology Enhanced Learning (EC-TEL 2012) (pp. 419-424). September, 18-21, 2012, Saarbrücken, Germany.Mobile learning games have increasingly been topic of educational research with the intention to utilize their manifold and ubiquitous capabilities for learning and teaching. This paper presents a review of current research ac-tivities in the field. It particularly focuses is on the educational values serious mobile games provide. The study results substantiate their generally assumed motivational potential. Also, they indicate that mobile learning games may have the potential to bring about cognitive learning outcomes

    A Preliminary Study of Integrating Flipped Classroom strategy for Classical Chinese Learning

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    [[abstract]]This is a multiphase study which aims to investigate how to provide learners with an method to acquire classical Chinese through integrating mobile technology with the flipped classroom approach. Currently, in the first phase of study, the researcher adopts informant design through questionnaire survey to understand students' and instructors' perceptions of using mobile learning devices for classical Chinese learning, and afterwards the researcher constructs the system based on the pilot results. The pilot questionnaire results, structure of the developed mobile learning system and the practical application of the developed system for classical Chinese teaching and learning are described in the paper.[[notice]]補正完

    A Learning Outcome-oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information

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    Schmitz, B., Klemke, R., & Specht, M. (in press). A Learning Outcome-oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual InformationMobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective learning outcomes, we propose employing game design patterns for mobile games and context information. Context information, in the course of this article, is introduced as an additional characteristic feature of mobile game design patterns. With the proposed framework we aim at understanding how pervasive game content may support learning. Findings from our research indicate that context information directs the use and presentation of content within a game and thus influences learning effects of individual patterns. This work perorates with a discussion on the shortfalls and potentials, which our framework for analysis provides

    MINDtouch embodied ephemeral transference: Mobile media performance research

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    This is the post-print version of the final published article that is available from the link below. Copyright @ Intellect Ltd 2011.The aim of the author's media art research has been to uncover any new understandings of the sensations of liveness and presence that may emerge in participatory networked performance, using mobile phones and physiological wearable devices. To practically investigate these concepts, a mobile media performance series was created, called MINDtouch. The MINDtouch project proposed that the mobile videophone become a new way to communicate non-verbally, visually and sensually across space. It explored notions of ephemeral transference, distance collaboration and participant as performer to study presence and liveness emerging from the use of wireless mobile technologies within real-time, mobile performance contexts. Through participation by in-person and remote interactors, creating mobile video-streamed mixes, the project interweaves and embodies a daisy chain of technologies through the network space. As part of a practice-based Ph.D. research conducted at the SMARTlab Digital Media Institute at the University of East London, MINDtouch has been under the direction of Professor Lizbeth Goodman and sponsored by BBC R&D. The aim of this article is to discuss the project research, conducted and recently completed for submission, in terms of the technical and aesthetic developments from 2008 to present, as well as the final phase of staging the events from July 2009 to February 2010. This piece builds on the article (Baker 2008) which focused on the outcomes of phase 1 of the research project and initial developments in phase 2. The outcomes from phase 2 and 3 of the project are discussed in this article

    Engaging educators in the ideation of scenarios for cross-reality game-based learning experiences

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    Cross-reality media technology creates alternate reality experiences in which the physical and the virtual world are interconnected and influence each other through a network of sensors and actuators. Despite technological advances, the landscape of cross-reality technology as an enabler of alternate reality educational experiences has not been explored yet. The technical expertise required to set up and program such mixed environments is too high to engage the problem owners (i.e. educational experts) in the design process and, hence, user-driven innovation remains challenging. In this paper we explore the co-creation of cross-reality experiences for educational games. We created a no-programming toolkit that provides a visual language and interface abstractions to quickly build prototypes of cross-reality interactions. The toolkit supports experience prototyping and allows designers to coproduce, with educational experts, meaningful scenarios while they create, try out and reconfigure their prototypes. We report on a workshop with 36 educators where the toolkit was used to ideate cross-reality games for education. We discuss use cases of game-based learning applications developed by the participants that follow different pedagogical strategies and combine different physical and virtual spaces and times. We outline implications for the design of cross-reality interactions in educational settings that trigger further research and technological developments.Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature (Funding for APC: Universidad Carlos III de Madrid - Read & Publish Agreement CRUE-CSIC 2022). This work is supported by the projects CROSS-COLAB (PGC2018–101884-B-I00) and Sense2makeSense (PID2019-109388GB-I00) funded by the Spanish State Research Agency

    Research on Wearable Technologies for Learning: A Systematic Review

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    A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature from a holistic perspective. This paper presents a systematic review of the literature on wearables for learning. Literature was sourced from conferences and journals pertaining to technology and education, and through an ad hoc search. Our review focuses on identifying the ways that wearables have been used to support learning and provides perspectives on that issue from a historical dimension, and with regards to the types of wearables used, the populations targeted, and the settings addressed. Seven different ways of how wearables have been used to support learning were identified. We propose a framework identifying five main components that have been addressed in existing research on how wearables can support learning and present our interpretations of unaddressed research directions based on our review results

    Mobile Games for Learning:A Pattern-Based Approach

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    The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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