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Design of Gamified Activities for
  Multiple Spaces: Puzzles and
       QuestInSitu Routes

  Javier Melero, Patricia Santos, et al.
Department of Information and Communication Technologies
                 Universitat Pompeu Fabra

        EEE Project Meeting, September 12, 2012
Outline
1. Introduction
2. Designing Puzzle Games
   •   Conceptual Model
   •   Prototypes
   •   Authoring tool
3. In Situ Experiments
   •    MNAC & Campus Pilot
   •    QuestInSitu
       • 2012 EEE Scenarios
       • Research Questions and Goals
4. Next Steps
5. Questions
                                        2
1 Introduction

• GBL: computer games as instructional tools, motivation towards learning & active
  learning

• Puzzle Games: Problem-solving games. Arrangement of a set of given “pieces”
  into a single, well-fitting “structure” (board containing slots) with the following
  characteristics:
       • Independence
       • Generality
       • Simplicity
       • Eureka factor
       • Entertainment factor
       • Puzzle games are not tied to a specific type of interaction (multiple “spaces”)
.



• Ad-hoc Games Vs. Teachers as a designers and creators

          How Can We Support Teachers in the Design of Multiple
                       Spaces Puzzle Games ?
                                                                                           3
2 Designing Puzzle Games
           Introduction

A framework for evaluation educational games [de Freitas & Oliver, 2006]


      Physical / Concrete Objects                                   Processes of Learning: models and
                  vs.                                               theories for supporting learning with
      Symbolic Representations                                                   technology


    Abstract                 Spatial
objects/concepts           Exploration




     Virtual - Tangible - In Situ



                                                                                        Learners’ attributes




                                         Where play/learning takes place:
                                               Indoors - outdoors


                                                                                                               4
2 Designing Puzzle Games
      Introduction

Game Achievement Model [Amory & Seagram, 2003] & Educational Modelling
 Languages (IMS LD)




                                                                     5
2 Designing Puzzle Games
     Conceptual Model

Conceptual Model for Designing Puzzle Games




                                              6
2 Designing Puzzle Games
       Prototypes

Evaluating the Feasibility and Expressiveness of the Conceptual Model



                                Programming
                                Fundamentals
                                                       Computer
                                                      Architecture
                              Computer
                             Architecture
                                                            English
                                                           Vocabulary
                       Periodic Table
                        of Elements
                                                                 ICT-related
                                                                  Concepts
                    Computing
                     Network

                                            Contemporary
                                                 Art


                                            Campus 2012




                                    In Situ Interactions


                                                                               7
2 Designing Puzzle Games
       Authoring Tool

Paper Prototyping & Authoring tool
•Proof of Concept
•Generates the XML Binding: information that
describes how the elements of the conceptual
model are represented as a set of XML elements
•Interoperable educational modelling languages
•Integrating puzzle games in wider learning flows


Is it better to consider specific authoring
   tools for each type of puzzle game?




                                                    8
3 In Situ Experiments
      MNAC Game

 Co-designed puzzle game

 •Cristina Novoa, Escola Pia de Sant Boi del
 Llobregat (Barcelona)

 •Activity of Contemporary Art at the National Art
 Museum of Cataluña (MNAC)

 •“Gamified” Questionnaire:
     • The game consists in a virtual map
         containing different gaps
     • Each gap (represented by a puzzle
         piece) shows where the questions are in
         the different rooms
     • Once a question has been answered the
         puzzle piece changes its colour: green
         (correct answer) – red (incorrect)

                                                     9
3 In Situ Experiments
      Campus Pilot

Pilot Experiment
•Learn about the research groups of the DTIC – UPF

•Exploring the UPF – Tànger building

•Use of Smartphones and QR-Codes

•The game for EEE – Campus 2012




                                                     10
3 In Situ Experiments
            QuesTInSitu

    QuesTInSitu: An App for Supporting Assessment in Situ




•    QuesTInSitu is a system designed to support “Assessment in situ”; that means
     activities where the questions of a test have to be answered in front of a related real
     location (in situ) [1].
•    Teachers can create geo-located QTI questions and tests (routes), and students answer
     the tests using a mobile device with GPS and 3G.
     [1] Santos, P., Pérez-Sanagustín, M., Hernández-Leo, D. & Blat, J. (2011). QuesTInSitu: From tests to routes
     for assessment in situ activities. Computers & Education, 57 (4), 2517-2534.                                   11
3 In Situ Experiments
        QuesTInSitu: 2012 EEE Scenarios

Exploring the History, Art and Architecture of Girona
•53 Bachelor students explored the city observing and interacting with the architecture and
the street furniture with the aim of putting in practice urbanism and history skills
•The teacher created a route of 70 geo-located questions, and monitor the activity in real
time using an IPAD




  Videos of the activity (TV3 channel):
  http://www.tv3.cat/videos/4015110/Telenoticies-Girona-23032012 (Start 2′ 30”)
  http://www.tv3.cat/videos/4015290/Telenoticies-Barcelona-23032012 (Start 16′ 55”)          12
3 In Situ Experiments
       QuesTInSitu: 2012 EEE Scenarios

Assessing Botany in situ
•The professor created a route where 50 university students had to answer questions in
situ observing the Barcelona botany garden, and finding, touching and measuring
specific plants.




                                                                                     13
3 In Situ Experiments
      QuesTInSitu: 2012 EEE Scenarios

A literature adventure in
situ

•A group of 20 senior learners (~70
years old), members of a literature
group, created two routes with the
aim of proposing questions about
facts of a literature novel set in a
district of Barcelona.




                                       http://www.youtube.com/watch?v=7w29vfCZOJ0&feature=youtu.be




                                                                                            14
3 In Situ Experiments
    QuesTInSitu: Research Questions and Goals




                                                15
4 Next Steps



• Analysis of results

• Submission of papers

• Integrating LdShake with
  • QuesTInSitu
  • Puzzle Game Authoring Tools




                                  16
4 Next Steps
         LdShake + QuesTInSitu & Puzzle Game Authoring Tools

 • LdShake: A Web 2.0 tool for the social sharing and co-editing of
   learning design solutions




http://ldshake.upf.edu

                                                                 17
5 Questions?




              THANK YOU!!
              Questions, suggestions, doubts??


                                       Javier Melero & Patricia Santos
                                       javier.melero@upf.edu
                                       patricia.santos@upf.edu
                                       GTI QuesTInSitu
Interactive Technologies Group (GTI)   http://gti.upf.edu/questinsitu
                                                                         18

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Gamified activities

  • 1. Design of Gamified Activities for Multiple Spaces: Puzzles and QuestInSitu Routes Javier Melero, Patricia Santos, et al. Department of Information and Communication Technologies Universitat Pompeu Fabra EEE Project Meeting, September 12, 2012
  • 2. Outline 1. Introduction 2. Designing Puzzle Games • Conceptual Model • Prototypes • Authoring tool 3. In Situ Experiments • MNAC & Campus Pilot • QuestInSitu • 2012 EEE Scenarios • Research Questions and Goals 4. Next Steps 5. Questions 2
  • 3. 1 Introduction • GBL: computer games as instructional tools, motivation towards learning & active learning • Puzzle Games: Problem-solving games. Arrangement of a set of given “pieces” into a single, well-fitting “structure” (board containing slots) with the following characteristics: • Independence • Generality • Simplicity • Eureka factor • Entertainment factor • Puzzle games are not tied to a specific type of interaction (multiple “spaces”) . • Ad-hoc Games Vs. Teachers as a designers and creators How Can We Support Teachers in the Design of Multiple Spaces Puzzle Games ? 3
  • 4. 2 Designing Puzzle Games Introduction A framework for evaluation educational games [de Freitas & Oliver, 2006] Physical / Concrete Objects Processes of Learning: models and vs. theories for supporting learning with Symbolic Representations technology Abstract Spatial objects/concepts Exploration Virtual - Tangible - In Situ Learners’ attributes Where play/learning takes place: Indoors - outdoors 4
  • 5. 2 Designing Puzzle Games Introduction Game Achievement Model [Amory & Seagram, 2003] & Educational Modelling Languages (IMS LD) 5
  • 6. 2 Designing Puzzle Games Conceptual Model Conceptual Model for Designing Puzzle Games 6
  • 7. 2 Designing Puzzle Games Prototypes Evaluating the Feasibility and Expressiveness of the Conceptual Model Programming Fundamentals Computer Architecture Computer Architecture English Vocabulary Periodic Table of Elements ICT-related Concepts Computing Network Contemporary Art Campus 2012 In Situ Interactions 7
  • 8. 2 Designing Puzzle Games Authoring Tool Paper Prototyping & Authoring tool •Proof of Concept •Generates the XML Binding: information that describes how the elements of the conceptual model are represented as a set of XML elements •Interoperable educational modelling languages •Integrating puzzle games in wider learning flows Is it better to consider specific authoring tools for each type of puzzle game? 8
  • 9. 3 In Situ Experiments MNAC Game Co-designed puzzle game •Cristina Novoa, Escola Pia de Sant Boi del Llobregat (Barcelona) •Activity of Contemporary Art at the National Art Museum of Cataluña (MNAC) •“Gamified” Questionnaire: • The game consists in a virtual map containing different gaps • Each gap (represented by a puzzle piece) shows where the questions are in the different rooms • Once a question has been answered the puzzle piece changes its colour: green (correct answer) – red (incorrect) 9
  • 10. 3 In Situ Experiments Campus Pilot Pilot Experiment •Learn about the research groups of the DTIC – UPF •Exploring the UPF – Tànger building •Use of Smartphones and QR-Codes •The game for EEE – Campus 2012 10
  • 11. 3 In Situ Experiments QuesTInSitu QuesTInSitu: An App for Supporting Assessment in Situ • QuesTInSitu is a system designed to support “Assessment in situ”; that means activities where the questions of a test have to be answered in front of a related real location (in situ) [1]. • Teachers can create geo-located QTI questions and tests (routes), and students answer the tests using a mobile device with GPS and 3G. [1] Santos, P., Pérez-Sanagustín, M., Hernández-Leo, D. & Blat, J. (2011). QuesTInSitu: From tests to routes for assessment in situ activities. Computers & Education, 57 (4), 2517-2534. 11
  • 12. 3 In Situ Experiments QuesTInSitu: 2012 EEE Scenarios Exploring the History, Art and Architecture of Girona •53 Bachelor students explored the city observing and interacting with the architecture and the street furniture with the aim of putting in practice urbanism and history skills •The teacher created a route of 70 geo-located questions, and monitor the activity in real time using an IPAD Videos of the activity (TV3 channel): http://www.tv3.cat/videos/4015110/Telenoticies-Girona-23032012 (Start 2′ 30”) http://www.tv3.cat/videos/4015290/Telenoticies-Barcelona-23032012 (Start 16′ 55”) 12
  • 13. 3 In Situ Experiments QuesTInSitu: 2012 EEE Scenarios Assessing Botany in situ •The professor created a route where 50 university students had to answer questions in situ observing the Barcelona botany garden, and finding, touching and measuring specific plants. 13
  • 14. 3 In Situ Experiments QuesTInSitu: 2012 EEE Scenarios A literature adventure in situ •A group of 20 senior learners (~70 years old), members of a literature group, created two routes with the aim of proposing questions about facts of a literature novel set in a district of Barcelona. http://www.youtube.com/watch?v=7w29vfCZOJ0&feature=youtu.be 14
  • 15. 3 In Situ Experiments QuesTInSitu: Research Questions and Goals 15
  • 16. 4 Next Steps • Analysis of results • Submission of papers • Integrating LdShake with • QuesTInSitu • Puzzle Game Authoring Tools 16
  • 17. 4 Next Steps LdShake + QuesTInSitu & Puzzle Game Authoring Tools • LdShake: A Web 2.0 tool for the social sharing and co-editing of learning design solutions http://ldshake.upf.edu 17
  • 18. 5 Questions? THANK YOU!! Questions, suggestions, doubts?? Javier Melero & Patricia Santos javier.melero@upf.edu patricia.santos@upf.edu GTI QuesTInSitu Interactive Technologies Group (GTI) http://gti.upf.edu/questinsitu 18