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MOBILE EDUCATIONAL RALLEY
                                          &
                       The Bremen Adventure

Presentation for the class: Mobile Learning
Lecturers: Dennis Krannich & Zare Saeed
Place & Time: Uni Bremen, 04. Feb. 2009
Presenters: Thamya, Lew, Jasmin & Jan
CONTENT




                                         04.02.2009
1.   Introduction, Idea & Concept
2.   Sample Adventure
     Pedagogic Benefits




                                         Mobile Educational Ralley
3.

4.   Live Demonstration
5.   Technical Implementation
6.   Usability Testing
7.   Project in Context and Future
     Work



                                     2
IDEA & CONCEPT




                                               04.02.2009
   Guided outdoor learning
       explorative fashion
       for class groups




                                               Mobile Educational Ralley
 Scavenger hunt; easy to prepare
 Common mobile phones (no
  GPS)
       Learning points and questions as
        guidance
 Support for traditional lessons
 Open framework, supports any
  topic, multimodal, multilingual
 Target-Group:                            3

  Middle-School and up
SAMPLE ADVENTURE




                                          04.02.2009
   History of Bremen and the Hanse




                                          Mobile Educational Ralley
                                      4
04.02.2009   Mobile Educational Ralley
                                                            5
SAMPLE ADVENTURE
PEDAGOGIC BENEFITS




                                                     04.02.2009
   Constructivist
     Focus on exploration
     Communication and collaboration




                                                     Mobile Educational Ralley
     Students find ‘their own way’ to give
      answers
     Outdoors, with all senses and ‘in-touch’
      with the learning material / content
     Students are responsible for what they
      learn

   Motivation
       Challenging
       Competitive notion
       Scores
       No loose-policy with hints
                                                 6
        (cf. e.g. Chris Crawford 1982)
PEDAGOGIC BENEFITS




                                                                                                            04.02.2009
   4 types of learners:      Learning through senses
     auditory                 (% quote of memorization):
                                    hearing only 20%




                                                                                                            Mobile Educational Ralley
     visual
                                    seeing only 30%
     motor-learning
                                    hearing and seeing 50%
     communicative
                                    hearing, seeing & discussing
                                     70%
                                    hearing, seeing, discussion &
                                     do-it-yourself 90%
                                     (Pohl 1996)




                                                                                                        7



                               http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
04.02.2009   Mobile Educational Ralley
                                                              8
LIVE DEMONSTRATION
TECHNICAL IMPLEMENTATION




                                                                 04.02.2009
         Java ME (J2ME)
         Adventures read from XML




                                                                 Mobile Educational Ralley
         Supports sound and images
          (video planned)
         Node based implementation,
          extremely variable use
         Open Source, download at:
          http://code.google.com/p/schnit
          zelhunt/
                    (GNU General Public License v3)
                                                             9



http://www.globalstudio.co.uk/images/content_implement.jpg
USABILITY TESTING




                                                        04.02.2009
 Test session with live run, 6 participants (2 x 3)
 ~ 15 minutes per run




                                                        Mobile Educational Ralley
 Every player one phone & one observer

 One technical advisor

 Short introduction + pre- and post-survey



   Theoretically barrier free



                                                       10
04.02.2009   Mobile Educational Ralley
                                                             11
USABILITY TESTING
04.02.2009   Mobile Educational Ralley
                                                             12
USABILITY TESTING
SURVEY AND FEEDBACK




                                                 04.02.2009
 All participants had fun
 Everybody completed




                                                 Mobile Educational Ralley
 All but one intuitively used the interface

 Some remembered unrelated info

 Most remembered content related info (mice)




                                                13
04.02.2009   Mobile Educational Ralley
                                                             14
USABILITY TESTING
SURVEY AND FEEDBACK




                                                           04.02.2009
 Adventures must be designed carefully
 Instruct for teamwork




                                                           Mobile Educational Ralley
 Clear instructions with few words

 Prevent try-and-error



   All participants thought it was engaging and a good
    supplement for traditional learning




                                                          15
PROJECT IN CONTEXT & FUTURE WORK




                                                                       04.02.2009
   Extensions:
       Extend with web-interface




                                                                       Mobile Educational Ralley
         Adventure Builder & Preview (visual interface, e.g. AJAX)
         Share adventure files and download

     Allow more media (video, sound, animations)
     Better interface
     Better interoperability (e.g. polish)



   Similar projects (e.g. Venice)

   Our approach is unique (works now with existing
                                                                      16
    hardware)
04.02.2009   Mobile Educational Ralley
                                                                17
                       ?!
QUESTIONS & COMMENTS
SOURCES




                                                                                                              04.02.2009
   Crawford, C. (1982): The Art of Computer Game Design. URL:
    http://www.mindsim.com/MindSim/Corpo-rate/artCGD.pdf. Electronic Revision by Sue Peabody,
    Department of History, Washington State University Vancouver 1997 (Abruf: 20. Juni 2006)
   Pohl, W. (1996): Das Lernen lernen. URL: http://www.pohlw.de/lernen/kurs/lernen-kurs.doc. (Abruf: Juni




                                                                                                              Mobile Educational Ralley
    2006)




                                                                                                             18

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Mobile Educational Ralley - The Bremen Adventure

  • 1. MOBILE EDUCATIONAL RALLEY & The Bremen Adventure Presentation for the class: Mobile Learning Lecturers: Dennis Krannich & Zare Saeed Place & Time: Uni Bremen, 04. Feb. 2009 Presenters: Thamya, Lew, Jasmin & Jan
  • 2. CONTENT 04.02.2009 1. Introduction, Idea & Concept 2. Sample Adventure Pedagogic Benefits Mobile Educational Ralley 3. 4. Live Demonstration 5. Technical Implementation 6. Usability Testing 7. Project in Context and Future Work 2
  • 3. IDEA & CONCEPT 04.02.2009  Guided outdoor learning  explorative fashion  for class groups Mobile Educational Ralley  Scavenger hunt; easy to prepare  Common mobile phones (no GPS)  Learning points and questions as guidance  Support for traditional lessons  Open framework, supports any topic, multimodal, multilingual  Target-Group: 3 Middle-School and up
  • 4. SAMPLE ADVENTURE 04.02.2009  History of Bremen and the Hanse Mobile Educational Ralley 4
  • 5. 04.02.2009 Mobile Educational Ralley 5 SAMPLE ADVENTURE
  • 6. PEDAGOGIC BENEFITS 04.02.2009  Constructivist  Focus on exploration  Communication and collaboration Mobile Educational Ralley  Students find ‘their own way’ to give answers  Outdoors, with all senses and ‘in-touch’ with the learning material / content  Students are responsible for what they learn  Motivation  Challenging  Competitive notion  Scores  No loose-policy with hints 6 (cf. e.g. Chris Crawford 1982)
  • 7. PEDAGOGIC BENEFITS 04.02.2009  4 types of learners:  Learning through senses  auditory (% quote of memorization):  hearing only 20% Mobile Educational Ralley  visual  seeing only 30%  motor-learning  hearing and seeing 50%  communicative  hearing, seeing & discussing 70%  hearing, seeing, discussion & do-it-yourself 90% (Pohl 1996) 7 http://www.smart-kit.com/wp-content/uploads/2007/04/sleep-learning.jpg
  • 8. 04.02.2009 Mobile Educational Ralley 8 LIVE DEMONSTRATION
  • 9. TECHNICAL IMPLEMENTATION 04.02.2009  Java ME (J2ME)  Adventures read from XML Mobile Educational Ralley  Supports sound and images (video planned)  Node based implementation, extremely variable use  Open Source, download at: http://code.google.com/p/schnit zelhunt/  (GNU General Public License v3) 9 http://www.globalstudio.co.uk/images/content_implement.jpg
  • 10. USABILITY TESTING 04.02.2009  Test session with live run, 6 participants (2 x 3)  ~ 15 minutes per run Mobile Educational Ralley  Every player one phone & one observer  One technical advisor  Short introduction + pre- and post-survey  Theoretically barrier free 10
  • 11. 04.02.2009 Mobile Educational Ralley 11 USABILITY TESTING
  • 12. 04.02.2009 Mobile Educational Ralley 12 USABILITY TESTING
  • 13. SURVEY AND FEEDBACK 04.02.2009  All participants had fun  Everybody completed Mobile Educational Ralley  All but one intuitively used the interface  Some remembered unrelated info  Most remembered content related info (mice) 13
  • 14. 04.02.2009 Mobile Educational Ralley 14 USABILITY TESTING
  • 15. SURVEY AND FEEDBACK 04.02.2009  Adventures must be designed carefully  Instruct for teamwork Mobile Educational Ralley  Clear instructions with few words  Prevent try-and-error  All participants thought it was engaging and a good supplement for traditional learning 15
  • 16. PROJECT IN CONTEXT & FUTURE WORK 04.02.2009  Extensions:  Extend with web-interface Mobile Educational Ralley  Adventure Builder & Preview (visual interface, e.g. AJAX)  Share adventure files and download  Allow more media (video, sound, animations)  Better interface  Better interoperability (e.g. polish)  Similar projects (e.g. Venice)  Our approach is unique (works now with existing 16 hardware)
  • 17. 04.02.2009 Mobile Educational Ralley 17 ?! QUESTIONS & COMMENTS
  • 18. SOURCES 04.02.2009  Crawford, C. (1982): The Art of Computer Game Design. URL: http://www.mindsim.com/MindSim/Corpo-rate/artCGD.pdf. Electronic Revision by Sue Peabody, Department of History, Washington State University Vancouver 1997 (Abruf: 20. Juni 2006)  Pohl, W. (1996): Das Lernen lernen. URL: http://www.pohlw.de/lernen/kurs/lernen-kurs.doc. (Abruf: Juni Mobile Educational Ralley 2006) 18