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Thomas Putz, October 2010 THE PROJECT “MOBILE GAME BASED LEARNING” UNESCO Chair in e-Learning VII International Seminar:  Mobile Technologies for Learning and Development OCTOBER 6-7, 2010 BARCELONA
[object Object]
 The mGBL platform
 The Games Game 1: Hybrid quiz simulation game template: “Ahead of the Game”  Game 2: Board game template: “Mogabal”  Game 3: Pervasive game template: “Get Real!” ,[object Object],Agenda
Who is evolaris next level? ,[object Object]
evolaris works in a dense network of leading business- and research-partners on the basis of sustainable cooperation contracts.
25 employees in Graz and ViennaVision We develop applications and associated business models to attract new as well as existing customers of enterprises, to win them over for own products and services, to tie them closer to the enterprise and to offer comprehensive after-sales support. We use the mobile phone as an innovative touch point – also in combination with web and classical media – on the basis of a profound understanding of requirements of various target groups and based on current scientific results.
[object Object]
 involved 30+ researchers
 from 11 project partners
 in 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia)
 used nearly 600 person-moths resources
 with a budget of 2.5 Mio EUR
 was supported by the EU under the FP6 IST.The Project mobile Game-Based Learning
[object Object]
 develop innovative learning models based on mobile serious games
 develop a classification system with learning goals, content and target groups
 use the mobile phone to establish the link between learners and teachers
 implement games bridging the real and virtual worlds
 design, develop and pilot a prototype game platform
design, develop and pilot different prototype multimedia learning gamesThe Aims
[object Object]
 software tool for supporting the selection of mLearning games
 mLearning platform  Development / authoring of mobile learning games  Planning, deployment,  management and reporting   Control of the games ,[object Object], Game 1: Hybrid quiz simulation game template: “Ahead of the Game”  Game 2: Board game template: “Mogabal”  Game 3: Pervasive game template: “Get Real!” The results
The platform
The platform
The platform
[object Object],Most parts of the software modules are  available as open source code under the EUPL 1.0 license. http://mgbl.sourceforge.net/ The platform
mobile Game Based Learning ,[object Object],Game Model 1 ‘Ahead of the Game’: Quiz (knowledge testing) Simulation (applying knowledge in a ‘safe’ environment) Game Model 2 ‘MOGABAL’: A ‘box of games’; board & adventure versions; strategic aspects; single user & multi-user Game Model 3 ‘Get real!’: Pervasive game; supporting collaborative project work;  phone as conversation mind tool. The game templates
mobile Game Based Learning ,[object Object]
Do: use tried and trusted pedagogy – social-constructivist - usercentric
Don’t: port P.C. style games to mobile
Don’t: focus on learning content
Do: use generic processes
Do: focus on lifelong learning
Do: make it funKey recommendations for mGBL developers
mobile Game Based Learning ,[object Object]
 Create GAMES first and foremost - learning content mapped to game style, embedded naturally in the game.
 Modular game design; customisable games - tools for users.
 Attention to speed, level of difficulty, timing and feedback.
Variety in game context & complexity - novelty, surprise, humour.
Keep user costs down - limited use of graphics to accommodate different learning styles - restricted use of sound files.

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The Project "Mobile Game Based Learning" (By Thomas Putz)

  • 1. Thomas Putz, October 2010 THE PROJECT “MOBILE GAME BASED LEARNING” UNESCO Chair in e-Learning VII International Seminar: Mobile Technologies for Learning and Development OCTOBER 6-7, 2010 BARCELONA
  • 2.
  • 3. The mGBL platform
  • 4.
  • 5.
  • 6. evolaris works in a dense network of leading business- and research-partners on the basis of sustainable cooperation contracts.
  • 7. 25 employees in Graz and ViennaVision We develop applications and associated business models to attract new as well as existing customers of enterprises, to win them over for own products and services, to tie them closer to the enterprise and to offer comprehensive after-sales support. We use the mobile phone as an innovative touch point – also in combination with web and classical media – on the basis of a profound understanding of requirements of various target groups and based on current scientific results.
  • 8.
  • 9. involved 30+ researchers
  • 10. from 11 project partners
  • 11. in 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia)
  • 12. used nearly 600 person-moths resources
  • 13. with a budget of 2.5 Mio EUR
  • 14. was supported by the EU under the FP6 IST.The Project mobile Game-Based Learning
  • 15.
  • 16. develop innovative learning models based on mobile serious games
  • 17. develop a classification system with learning goals, content and target groups
  • 18. use the mobile phone to establish the link between learners and teachers
  • 19. implement games bridging the real and virtual worlds
  • 20. design, develop and pilot a prototype game platform
  • 21. design, develop and pilot different prototype multimedia learning gamesThe Aims
  • 22.
  • 23. software tool for supporting the selection of mLearning games
  • 24.
  • 28.
  • 29.
  • 30.
  • 31. Do: use tried and trusted pedagogy – social-constructivist - usercentric
  • 32. Don’t: port P.C. style games to mobile
  • 33. Don’t: focus on learning content
  • 34. Do: use generic processes
  • 35. Do: focus on lifelong learning
  • 36. Do: make it funKey recommendations for mGBL developers
  • 37.
  • 38. Create GAMES first and foremost - learning content mapped to game style, embedded naturally in the game.
  • 39. Modular game design; customisable games - tools for users.
  • 40. Attention to speed, level of difficulty, timing and feedback.
  • 41. Variety in game context & complexity - novelty, surprise, humour.
  • 42. Keep user costs down - limited use of graphics to accommodate different learning styles - restricted use of sound files.
  • 43. Cater for learner diversity with a ‘package’ of different Game Models.Key mGBL game design decisions
  • 44.
  • 45.
  • 46. mobile Game Based Learning Supported Mobile Devices (1)
  • 47. mobile Game Based Learning Supported Mobile Devices (2)
  • 48.
  • 49.
  • 50.
  • 51. mobile Game Based Learning Game 1: “Fastest first!” Quiz component
  • 52. mobile Game Based Learning Game 1: “Fastest first!” Quiz component
  • 53.
  • 54. Decision-making opportunities are sequenced as follows:
  • 55. Prioritise 1 of 4 critical cases – then deal with your prioritised case: select 1 of 2 treatments.
  • 56.
  • 57. mobile Game Based Learning Game 1: The Crisis! Question sequence
  • 58.
  • 59. mobile Game Based Learning Game 2: “MOGABAL” 1 Avatar highlighted on Board version of the game. 2 % of resources available to player ‘Pippo’ (human player, i.e. not the computer). 3 Avatar highlighted on Adventure version of the game. 1 2 3
  • 60. mobile Game Based Learning Game 2: “MOGABAL” 1 Player score in relation to set of 4 ‘characteristics’. 2 Feedback on simple Quiz event. 3 Feedback on Adventure game event. 1 2 3
  • 61. mobile Game Based Learning Game 2: “MOGABAL”
  • 62.
  • 63. Quiz: a text and one or more options to choose from
  • 64. Decision Tree: similar to Quiz, however various choices have no immediate reward but link to a subsequent event (which can be any event type). This allows construction of complex simulations of chains of choices or decisions
  • 65. Conditional decision tree: similar to Decision Tree, but some of the possible choices are available and visible to the player only under particular conditions
  • 66. Simple: text message that can be used as a ‘leaf’ of a decision tree or as a simple random event
  • 67. Multimedia: opens a multimedia resource then links to a subsequent event. Can be used to enhance the graphic aspect of the events or to insert audio/visual elements in decision trees
  • 68. Set internal variables value: The game holds an internal array. This can be used as a sort of ‘state machine’ for complex event correlations
  • 69. ‘Case of’ tree: event structured just like the CASE instruction in programming languages, such as SQL. Different events are activated according to current value of one of the internal variables
  • 70. Null event: game contents logic may require an ‘empty’ event
  • 71. Game Over: event overriding the normal ‘game-over’ rulesGame 2: “MOGABAL”
  • 72.
  • 73. Quiz game: using ‘permanent’ event-sprites linked each to a long list of random quizzes regarding various topics
  • 74. Exploration: use of ‘fog of war’ and visible or hidden obstacles/borders can allow creation of labyrinth games for exploration
  • 75. Arcade Style Game: event-sprites can also be ‘set’ for programmed or semi-random movement on a map, thus the game can be aimed to avoid ‘negative event’ sprites while searching collision with ‘positive event’ sprites
  • 76. Simulation: an interactive map can ‘put’ a player’s avatar in a situation (e.g. a car accident or a similar crisis situation). Interaction with game elements may force the player to try to make the right decision
  • 77. Adventure Game: with some ‘plot creation’, the simple ‘simulation’ game above described can be evolved into a complex ‘adventure-game’, with several stages (maps). By using the ‘Set internal variables value’ event it is possible for the game to ‘keep memory’ of players’ choices and have the ‘adventure world’ react accordinglyGame 2: “MOGABAL”
  • 78.
  • 80. Games with parts of real world problem finding and problem solving
  • 81. Games are highly collaborative
  • 82.
  • 83.
  • 84. Planning and undertaking learning activity in competition with other teams
  • 85. Afterwards they reflect on the processes they were engaged in
  • 86. Learning goals are decided collaboratively by the teacher and their group of students Content goals: e.g. Making choices (after Prensky, 2001). Activity goals: e.g. Skills, Judgement; Process, Procedures; Observation (after Prensky, 2001). Process goals: e.g. Analyse, Evaluate, Create (after Anderson and Krathwohl, 2001). Game 3: Pervasive game template: “Get Real!”
  • 87.
  • 88.
  • 89. The game website was accessible by all participants and this way the results of the own and all other sub-groups could be constantly monitored.
  • 90. The participants and lecturer could constantly monitor the activities of all groups via the gaming platform Game 3: Digital economy
  • 91. mobile Game Based Learning Game 3: Digital economy
  • 92. mobile Game Based Learning Game 3: Digital economy
  • 93.
  • 94. Students who do not respond well in the traditional classroom setting often emerged as positive and enthusiastic learners in the context of the games.
  • 95. mGBL game templates provide a very good toolkit for emotional and playful learningConclusions
  • 96.
  • 99. http://www.evolaris.netThomas Putz evolaris next level GmbH Hugo-Wolf-Gasse 8 -8a A-8010 Graz Austria thomas.putz@evolaris.net Additional Information and Downloads
  • 100. mobile Game Based Learning Back Up
  • 101. The mGBL project consortium
  • 102. mobile Game Based Learning Game 1: Hybrid quiz simulation game template: “Ahead of the Game”: Results from 137 students and 13 teachers
  • 103. mobile Game Based Learning Below are example games descriptors, from which Game authors can select.
  • 104. mobile Game Based Learning References (1) Anderson, L.W. and Krathwohl, D.R. (Eds.) (2001). A taxonomy of learning, teaching, and assessment: A revision of Bloom's taxonomy of educational objectives. Longman, New York. Argyris, C. and Schön, D. (1978). Organizational learning: a theory of action perspective. McGraw-Hill, New York. Bruner, J. (1973) Going Beyond the Information Given, Norton, New York; In: Kearsley (1996b); At: http://www.scarbvts.demon.co.uk/edmods.htmBelbin, R., M. (2003). Management Teams: Why They Succeed or Fail. Butterworth- Heinemann, 2ND ED edition, Oxford, UK. De Bono, E. (1967). New Think: The Use of Lateral Thinking in the Generation of New Ideas. Basic Books, New York Gardner, H. (1983). Frames of Mind. Basic Books, New York. Kolb, D. A. (1984) Experiential Learning, Prentice-Hall, Inc., New Jersey.
  • 105. mobile Game Based Learning References (2) Race, P. (1994) The Open Learning Handbook, Kogan Page, London. Prensky M (2001). Digital Game-based Learning. McGraw Hill, New York, USA SEEQUEL project: www.education-observatories.net/seequel Skinner, B. F. (1948) Walden II, Macmillan, New York; In: Kolb, D.A. (1984) Experiential Learning, Prentice-Hall, Inc., New Jersey: 22, 34. Small, P. (2000). The Ultimate Game of Strategy. Pearson Books.com ISBN: 027364999X. Draft chapters accessed at: http://www.stigmergicsystems.com/stig_v1/books/ugs/toc.html?818599 Tolman, E.C. (1932) Purposive Behavior in Animals and Men, Appleton-Century- Crofts, New York, In: Kearsley, G. (1996i)Sign Learning: E. Tolman, At: http://www.lincoln.ac.nz/educ/tip/48.htmVygotsky, L.S. (1982) Problems in the theory and history of psychology, Collected works, Vol. I, Plenum, New York, In: Cole and Wertsch (1999) Beyond the Individual-Social Antimony in Discussions of Piaget and Vygotsky; At: http://www.massey.ac.nz/~ALock/virtual/colevyg.htm