1. EXPLORING
MOBILE AND CONTEXTUAL
LEARNING WITH GGULIVRR
Hiram Bollaert
Justino Lourenço
2012
2. Content
• Context
• Project Goal
• GGULIVRR concept
• Exploration of mobile and contextual learning
• Architecture
• GGULIVRR blocks and game experience
• Project status
• Answers
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3. Context
• Artesis University College Antwerp
inspires over 8000 students and almost 1600 staff
members in the widest range of subjects on offer in
Antwerp to link, mix and interconnect this formidable
range of subjects to create surplus value.
• Instituto Superior Politécnico Gaya is a partner.
• Department of Business Studies, Teacher Training and
Social Work
• PWO MOUSE I and II (MObile USE)
small internally funded research projects studying
mobile and contextual learning tools
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4. Project goal
• Network agnostic solution.
• Platform Independent.
• User may built the solution.
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5. GGULIVRR concept
Generic Game for Ubiquitous Learning in Interactive
Virtual and Real Realities
• Touching the world around you
Intelligent tags
• Radio Frequency Identification (RFID);
• Near Field Communication (NFC);
• Quick Response codes (QR)
• Serious gaming
Learning through playing games
• Social constructivism & 21st Century Skills
evoking, stimulating cross-cultural, cross-age and
cross-disciplinary collaboration
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6. Exploration
• Introduction into curriculum of applied informatics:
programming for iOS and Android
• Introduction of mobile contextual learning in teacher
training:
• mathematical walk
• scenario thinking, game design
• Spin off assessments
• Infographic on youtube
• Drupal website
• Spin off projects
• WalkAbout IP
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7. Architecture
JSON
JSON replication
GGULIVRR
HTML
UIWebView
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8. Advantages
HTML as exchange format
• only one interface design for all platforms
• no special UI knowledge (except HTML) required
• generic support for form values
• style sheets can change look and behavior quickly
CouchDB ( http://couchdb.apache.org/ )
• strong replication features transparently sync game
information and user submissions
• no network connection is needed after replication
• no need for separate web-service layer
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9. GGULIVRR – Major Blocks
• Game-player:
• cross-platform mobile client.
• Game-cloud:
• web-based Learning Management
System (LMS) controlling several
underlying systems.
• Game-editor and the game-script:
• incorporates a set of tools enabling
non-technical skilled users to
create, edit and author new games.
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10. Generic Game Concepts
• Actions and conditions are triggered by the input of the
gamer or the identification of tangible and tagged
objects by reading their intelligent tag.
• The gamer is presented with virtual multimedia content
or interaction.
• Interacting with the real environment, the gamer reads
the tag of a tangible object. .
• Each GGULIVRR game should have the goal to
persuade people into exploring new places, to get
immersed in the context, have fun and learn.
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11. In the game
• The purpose of the game is to explore an
area, hence the senses of the gamer must be
focused on his/her surroundings.
• On screen information is therefore mostly
limited to buttons with which the gamer can
choose an option or an answer a multiple
choice question.
• Multimedia in order to enrich the gaming
experience.
• Positioning through intelligent tags.
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12. Project status
• iOS solution on the test;
• Several case scenarios purposed;
• Consortium of Universities in an IP –
Erasmus Program.
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13. Feedback
Comments, remarks, suggestions?
Contact us
• hiram.bollaert@artesis.be (Architect)
• jml@ispgaya.pt (Telecom.)
• philippe.possemiers@artesis.be (Coding)
Try it yourself
Find the code at
https://github.com/ppossemiers/GGULIVRR
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