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Mimi Corcoran, Beth Krause, Lisa Ogonowski , & Jennifer Saville EDIT 752, Spring 2012 George Mason University. Identify a learning gap through exploration Utilize a constructivist learning theory Develop a prototype through user-driven design cycles
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Mimi Corcoran, Beth Krause, Lisa Ogonowski, & Jennifer Saville • EDIT 752, Spring 2012George Mason University
Identify a learning gap through exploration Utilize a constructivist learning theory Develop a prototype through user-driven design cycles Identify stakeholders and involve them throughout the process Utilize emerging technologies to enhance the pedagogical value and learner engagement Project Process
Incorporate augmented reality into an educational application on a mobile platform Project Goal
Highland Upper School • Zoo field trip: Largely spent in unstructured activities • Structure around educational activities to spark students' curiosity, encourage the students to work in teams, & guide the students in developing critical thought processes National Zoo • Part of the Smithsonian Institution • Interest in implementing augmented reality technology • 13-18 year old age group is currently underserved Project Background
Team proposes to develop an augmented reality application that can be used on mobile technology for high school age students • Employ an engaging, challenging, “mature” educational experience through a narrative quest • Incorporate high school level cross disciplinary information/data in the augmented reality application using the exhibits at the National Zoo as the anchor locations Performance Analysis Recommendations
Students 13-18 years old From Fauquier County and 9 other counties Target Audience
Based on meeting with Highland Upper School teachers, we decided to focus on 1 biome, the grassland in Africa Initial Design Process
Team decision made to focus on Survivor Animal Herds plus Oregon Trail Initial Design Process
Round 1 • Focus Group with high school students • Comparative Analysis with zoo apps • Round 2 • Interviews with GMU game design faculty and students • Interview with Highland Upper School game development teacher • Round 3 • Usability test with convenience sample at National Zoo • Usability test with Highland Upper School students Design Research Plan
Focus Group on 24 February 2012 at lunchtime • Reviewed the format for the focus group • Brief overview of the prototype • Discussion by prompting the students with questions regarding the scenario and format Round 1 Focus Group - Methodology
After analyzing the data from the students four common themes were evident: Round 1 Focus Group - Themes
Many zoos have mobile applications designed to help enhance a user’s experience during their visit • The four applications reviewed were: • Cincinnati Zoo • San Diego Zoo • Phoenix Zoo • Colchester Zoo • Comparative Analysis Usability Testing • Using a convenience group • Four people reviewed the apps during mid March (ages 51-18) • Each app took 15-20 minutes to review Round 1 Comparative Analysis - Methodology
Round 1 Changes to the Prototype Previous Prototype Round 1 Changes
Round 1 Changes to the Prototype Previous Prototype Round 1 Changes
Round 1 Changes to the Prototype Round 1 Changes
Interview Sessions during week of 21 March 2012: • 3 game design professors • 1 undergraduate game design studio class of 19 students • 1 game development teacher at Highland Upper school • Participants were briefed on the project one week before interviews • During interviews: • Brief overview of prototype • After presentation, discussion by prompting professors and students with questions on scenario and format • Reviewed slides again to obtain specific commentary • Participants shared thoughts on: design, scenario, appearance, attractiveness, logical flow Round 2 Interviews - Methodology
Convenience sample with two 7th grade girls on 28 April 12 Round 3 Usability Zoo-Methodology
Usability test with two groups of students who havepreviously participated in the zoo field trip on 30 April and 1 May 2012 Round 3 Usability-Highland Upper School
A learning gap identified through exploration Instructional methodology utilizes a constructivist learning theory Prototype developed through user-driven design cycles Stakeholder involvement critical throughout design process AR enhances the pedagogical value and learner engagement Recap
Unparalleled team experience Positive response for future development Unlimited scalability Determine the best delivery vehicle Develop a live “proof of concept” prototype The Future • Pursue publication of current research in a scholarly journal to contribute to the body of knowledge • Explore grant options for developing a full scale game
Demo the prototype: Round 3 Demonstration