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Mobile learning and games - the emapps.com project. Geoff Butters CERLIM at Manchester Metropolitan University. Introduction Learners in the digital era Games and mobile technology in learning the premiss on which to base a project
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Mobile learning and games- the emapps.com project Geoff Butters CERLIM at Manchester Metropolitan University 1
Introduction • Learners in the digital era • Games and mobile technology in learning • the premiss on which to base a project • eMapps.com - a project in the European Union’s Information Society Technologies R&D Programme 2
Learners in the digital era • Today’s learners are digitally literate • ‘always on’, mobile, experimental and community oriented • Those born after 1982 are ‘digital natives1’ • grew up with exposure to the internet and mobile devices • stays in contact through SMS, mobile phones, chatrooms and email • simultaneously plays computer games, listens to music and watches television • Older than 25 are ‘digital immigrants1’ • numbers are huge in all age groups (1Marc Prensky, 2001) 3
Kids are different today • Operate at ‘twitch speed‘ rather than conventional speed • Parallel processors rather than linear processors • Choose graphics and animation over text • Random accessors of information • Prefer connected to stand-alone • Active not passive • Expect reward for effort • See play as work and work as play • Expect fantasy and reality in equal measure • View technology as life, not a separate activity (Marc Prensky, Digital Game-Based Learning, McGraw-Hill, 2001) 4
Kids are different today • Operate at ‘twitch speed‘ rather than conventional speed • Parallel processors rather than linear processors • Choose graphics and animation over text • Random accessors of information • Prefer connected to stand-alone • Active not passive • Expect reward for effort • See play as work and work as play • Expect fantasy and reality in equal measure • View technology as life, not a separate activity (Marc Prensky, Digital Game-Based Learning, McGraw-Hill, 2001) 5
Their Space The report 'Their Space' is about a survey of young people's views of ICT. Two quotes from it (joined by me - 'poetic licence'!). " . . . the generation of young people who do not remember life without the instant answers of the internet or the immediate communication of mobile phones." [were] ". . . slightly bemused by our questions. Why would anyone want to ask about computers and mobile phones? Aren't they just part of everyday life?“ http://www.demos.co.uk/files/Their_space_-_web.pdf 6
Kids are different today – 2 • Young children spend twice as much on ‘screen time’ as playing outside and as they do reading • Work with multiple sources of information at the same time • (chat, TV, Internet and music) • Use chat and email to keep in touch, conduct multiple conversations • Use computer technology almost as much as television 7
Games & mobile technology in learning • Lifelong learning • Constructivist concepts (vs instructivist) • learners actively construct their own understanding of the world • People learn best when they are motivated and entertained • games provide a ‘flow’ experience • playful experimentation to develop understanding of the physical world and our place within it. • Can use location to trigger events - GPS • Draw on contextual content • Personal mobile technology • equip learners with powerful tools for creation and use of content 8
Gaming characteristics Motivation, challenge, fantasy, curiosity • Player able to affect outcome of the game • An overriding goal/challenge & sub-goals • Positive and negative outcomes based on player actions • Require mental and/or physical skill • Outcome uncertain at the outset • Player required to develop strategies in order to succeed • Offer multiple paths to success • Players can ultimately overcome most obstacles 9
Mobile learning characteristics • Ubiquitous • March 2006, 100% penetration rate for Western Europe: a mobile phone for every person in the population. • Bite sized • in short segments, simple, structured, use media carefully, easy access, often task-based • On demand • time shift: flexibility provided to the learner to access learning in best time and place • audio, video, collaborative learning • Typically blended • used as part of a wider set of learning interventions • NOT e-learning on a phone • Can be location dependent (but doesn’t have to be) 10
Mobile devices and games • Mobile devices well suited to structured quizzes and games • delivered as SMS messages asking the user to choose an option and respond, e.g with a deadline • can be delivered with a ‘push’ to WAP-enabled phones • Java-based quizzes/games provide increased potential • can be an effective part of an overall blended approach • Feedback can come from a teacher • using PC to SMS or chat applications for groups • Care needed with costs for the learner • download or connection charge • provide alternative format: e.g. download to PC then ‘sideload’ to a mobile 11
eMapps.com Using computer games and mobile technologies in teaching and learning. 12
eMapps.com • Research project • Part of the European Union’s Information Society Technologies R&D Programme • Working with schools in the New Member States (NMS) of the EU (those who joined in May 2005)Estonia, Latvia, Lithuania, Poland, Slovakia, Czech Republic, Hungary & Slovenia 13
Nokia N-Gage Blackberry PDA Mobile phone Specialist consoles e.g. Sudoku Sony PSP Gizmondo Nintendo DS . . . and running mobile applications 15
A map-based game • Before the game is played • Digital map with a route, marked with stopping points, and tasks or challenges • When the game is played • Team of 6-8 players, in one of two places • 2 back at base working the game platform • 4-6 out in the field navigating around the map • Solving clues / challenges • Uploading ‘evidence’ and information about the tasks including GPS position • Use chat to communicate 16
Summer School, Nida, Lithuania, 2006 • Primary School Teachers from the eight NMS learning to create online games to be played outdoors, based on navigating around a map, answering clues, solving puzzles and completing challenges 18
After teachers played the gamea montage of some of the objects they found 19
Handheld mobile devices in the field Pocket PC/Smartphone • with still and video camera • audio recording • runs pocket PC software • with web browser • possibly WiFi wireless connection • uploading capabilities • communication capability GPS device for checking location coordinates 20
so, eMapps . . . • Was a game pupils played • exploring the concept of games in L&T • Teachers were the game designers • with technical help • Live mobile uploading to the ‘desktop’ • with GPS coordinates to a position on map • Some players out in the field, some back at base • Teacher ‘controller’ at base • Incorporated a chat system • for communication between field and base • Took place in the New Member States • i.e. East European countries 24
That’s it! Find out more at http://www.emapps.com/index2.html http://www.cerlim.ac.uk/projects/emapps/index.php The acronym expansion ? Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia eMapps.com 25
That’s it! Find out more at http://www.emapps.com/index2.html http://www.cerlim.ac.uk/projects/emapps/index.php The acronym expansion ? Motivating Active Participation of Primary Schoolchildren in Digital Online Technologies for Creative Opportunities through Multimedia eMapps.com 26