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eMapps'com Game Based Mobile Learning Platform

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Title: eMapps'com Game Based Mobile Learning Platform


1
eMapps.comGame Based Mobile Learning Platform
  • Serious Games on The Move
  • 24 June 2008
  • Workshop introduction
  • Roger Blamire
  • European School net

2
eMapps games concept
  • Real environment/any location
  • Indoor/outdoor
  • Different locations
  • Real time
  • Played (competitively) in teams
  • Played by pupils of elementary or secondary
    schools
  • 9-13 in eMapps.com
  • Game Masters are usually teachers
  • Teacher freedom to experiment/adapt
  • Various topics from different curricula fields

3
eMapps/QFK game characteristics
  • Quest for Knowledge platform
  • (University of Ljubljana)
  • Differ from regular computer games (purely
    virtual)
  • Take the players outside their classrooms
  • Involve real world and real people
  • Blurring with alternate reality, defined in game
    story.
  • Using modern multimedia devices
  • Wide possibilities for communication, social
    networking and creation of multimedia content

4
Educational value
  • Interesting and appealing game stories
  • Applicable to a variety of curriculum (and
    cross-curricula) subjects
  • Geography, History, local/cultural studies
  • ..any obvious limitation?
  • Players learn through performance
  • Active participation and discovery, analysis,
    interpretation, problem solving, and physical
    activity
  • Creative coupling of educational media with
    effective pedagogy

5
Players equipment
  • Web browser
  • Mobile phones or PDA
  • Digital cameras
  • Access to QFK platform
  • Location based services and GPS an important
    component

6
Technical requirements
  • Mobile Clients
  • Nokia N70
  • Nokia N90
  • Sony Ericsson P1
  • OS Symbian s60
  • Opera Web kit
  • Desktop clients
  • PC with internet access
  • Browser (FF2IE 6.0)

7
Game structure
  • Multiple missions (layers)
  • Missions consist of multiple tasks
  • Performed by teams of players.
  • Teams are usually divided into two parts
  • Game Base (on the desktop computer)
  • Avatars (on the field).
  • Games are controlled by Game Master
  • provides additional clues
  • (mis)guides them
  • tracks progress.

8
Game design approach
  • Previously prepared game scripts (Game Matrixes).
  • game stories (narrative)
  • plots
  • challenges
  • multimedia objects
  • Relative freedom to create game types within
    platform structure

9
Platform game components
  • One or more Missions
  • Containers for Tasks that need to be performed by
    players
  • Tasks consist of multimedia objects that act as
    clues for task accomplishment.
  • Game masters/developers create new games using
    Game Templates
  • missions, tasks and multimedia objects
  • can be played indefinite number of times
  • Game is played in Game Sessions
  • Game Templates teams of players start time.

10
Communication players and game master
  • Integrated chat
  • Players submit results in various ways
  • text answers
  • uploaded files (pictures, video, audio...)
  • solved puzzles
  • geographical coordinates..

11
Getting going
  • QFK web site
  • internet browser (Desktop, NoteBooks, TabletPC's)
  • http//galileo.ltfe.org/emaps/quest/
  • Mobile devices (Mobile phones, PDA's)
  • http//galileo.ltfe.org/emaps/quest/mobile_client
    /

12
What we learned
  • Roger Blamire

13
Platform development
  • Evaluation of first prototype and its
    implementation raised specific issues
  • Many small/specific complaints about ease of use
    of prototype, especially teacher administration
  • All addressed in a re-engineered platform
  • Quest for Knowledge University of Ljubljana

14
Issues time and management
  • Learning about and using platform in prototype
    unrealistically time consuming
  • Time unlikely to be found during school hours to
    play the game
  • Flexibility in length of game play
  • Saving and transition procedures
  • Promote potential for extracurricular activities
  • out of school/special activities
  • involve other institutions e.g. museums,
    libraries, tourist centres

15
Issues - childrens safety
  • Game originally conceived to be played in part by
    children in the territory without supervision
  • Teachers (or other helpers) HAVE to supervise the
    children for safety reasons
  • especially with equipment
  • In some places playing outside school would not
    be possible at all
  • Final version of project platform will also be
    suitable for game played entirely on screen/in
    school

16
Issues - cost
  • Focused on New Member States
  • Applicable everywhere?
  • Will the platform be free to schools?
  • Open Source business model
  • localised provision
  • Teachers time/substitution.
  • Equipment (cameras etc)
  • Centralised support at national/regional level
  • Project funding
  • proposals for use of structural funds

17
So what now?
  • New version of platform available from end of
    project (April 08)
  • capable of use and further development after the
    project
  • Knowledge sharing to assist adoption of games in
    learning
  • project website and reports
  • conferences
  • www.emapps.com

18
Availability of platform for new users
  • Re-engineered prototype (University of Ljubljana)
    available - QFK
  • Open source code used
  • Open source version available for download and
    further development by anyone GPL license
    community responsibilities if modified
  • Also possible to license directly from UL for
    support and development in return for a fee
  • Hosting environment for Internet-based
    application
  • Project partners may collaborate on business
    development cross-border

19
Who will be active?
  • Need for national owners to provide effective
    training and support
  • eMapps project partners likely to play a key role
    in co-ordinating activity
  • Most of the 8 NMS partner countries
  • Varying models for making platform available to
    schools
  • Existing partner schools are reference sites

20
Exploitation partners
  • Ministries and Local/regional education and
    cultural authorities
  • Education service agencies
  • Education research and innovation institutes
  • Commercial suppliers to education and culture
    sectors

21
Service based exploitation?
  • TELCO or mobile service supplier?
  • Exploit childrens familiarity with/access to
    mobile devices
  • Service suppliers looking for education oriented
    content and services
  • How do they see potential of eMapps style mixed
    reality games GPS, location based?

22
For latest information
  • University of Ljubljana
  • http//galileo.ltfe.org/emaps/quest/
  • Availability updates on eMapps website
  • www.emapps.com
  • Contact national partner (see website)
  • Contact eMapps co-ordinator
  • romana.krizova_at_ crossczech.cz
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