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CAMEG - A Multi-Agent Based Context-Aware Mobile Educational Game for On-the-Job Training Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. Maiga Chang maiga@ms2.hinet.net http://maiga.athabascau.ca School of Computing and Information Systems Athabasca University
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CAMEG - A Multi-Agent Based Context-Aware Mobile Educational Game for On-the-Job TrainingChris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen Maiga Chang maiga@ms2.hinet.net http://maiga.athabascau.ca School of Computing and Information Systems Athabasca University Alberta, Canada
Outline • Purpose • The Game Play • Main Components and Features • Video Demonstration • Conclusion Outline
Purpose 3 Where can I pick up a paper that printed from my laptop? How to book a meeting room • Roles - Visiting Scholar and New Employee • Get familiar with the new environment. • Understand the location and related objects • people, devices, items… • Learn how to use the facilities by playing game. • Provide series of missions as Job training. Purpose
Scenario and The Environment • Based on theories and technologies • distributed system, multi-agent system, educational game, ubiquitous learning, context-awareness knowledge structure, QR code • Scenario • Place: 11F, Edmonton Learning Centre, Athabasca University • Roles: New Employee and Visiting Scholar • Learning Objects and Its Characteristics • People: VPR, Researchers, Employees… • Places: Workplace, Drop-In, iCore, Kitchen, Washroom, Meeting Rooms… • Things: Printer, Coffee Machine… • Learning Activities • New Employee: where can I get signature for an institute support letter? • Visiting Researcher: I printed a paper from my laptop, where can I pick it up? Purpose
Scenario and The Environment 5 Purpose
The Game Play (1/2) • Dell is a visiting professor of School of Computing and Information Systems (SCIS), Athabasca University (AU). • He resides at 11th floor of AU’s Edmonton Learning Centre (ELC) and doesn’t familiar with the environment and anything related to what he is needed for doing research in AU. • In order to get familiar with the new research environment, he downloads and installs the Context-Awareness Mobile Educational Game (CAMEG) in his webcam-enabled mobile phone with built-in Wi-Fi. The Game Play
The Game Play (2/2) • At the very beginning, he will be asked to choose the role he may want to play, e.g. a visiting scholar and a new employee. • He chooses to play a visiting scholar role which fits what he is in AU now. • The system will also offer him several themes which he may want to know more. Dell chooses the “Living at ELC” as it is what he needs before starting research. • The system will automatically generate series of quests related to the theme • “Meet Maiga at ELC”, “Do me a favor, ok?”, “Where is kitchen?”, “You may need a hand”, “Oh, here you are!”, “We’ve got go, meet you there”, “Always busy, any option?”, “Where is Room 1115?” • The quests not only have sequence but also are linked by a situation story. The story connects the quests and makes Dell feel the story is what he may encounter in very near future. Because of some quests are chained due to the plots/scenes in the story, Dell has to solve the quests one by one. The Game Play
Main Component and Features 8 Knowledge Structure (Wu, Chang, Chang, Liu, & Heh, 2008) Positioning and Identifying GPS and QR Code Update and Maintenance Multi-Agent System Resource Consuming Multi-Agent System Flexibility Multi-Agent System Main Component and Features
Video Demonstration 9 Purpose
Relevant Publications (2008 – 2010) Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (2010). Context-awareness Learning Activity Generation and its Agents in a Mobile Educational Game. Asia-Pacific Conference on Technology Enhanced Learning, (APTEL 2010), Osaka, Japan, September 24-26, 2010. ID.65. Keith Ying, Stis Wu, Maiga Chang, and Jia-Sheng Heh. (2009). Narrative Elements Analysis for Educational Mobile Game Development. Technology Enhanced Learning Conference 2009, (TELearn 2009), Taipei, Taiwan, October 6-8, 2009. No.26. Chun Chang, Stis Wu, Maiga Chang, and Jia-Shen Heh. (2008). Activity Generator for Informal Learning in Museum. In the Proceedings of the 7th WSEAS International Conference on E-ACTIVITIES (E-Learning, E-Communities, E-Commerce, E-Management, E-Marketing, E-Governance, Tele-Working), (E-ACTIVITIES 2008), Cairo, Egypt, Dec. 29-31, 2008, 189-194. (ISTP) 10 Relevant Publications
Conclusions • World Multi-Discipline Game • Edmonton, AB, Canada – University employees and visiting scholars • Tainan, Taiwan – Museum • Kaohsiung, Taiwan – Graduate Students in Library Conclusions
Thank you so much Any questions, discussion, and/or comments?