cameg - a multi-agent based context-aware mobile educational game for on-the-job training chris lu,...
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CAMEG - A Multi-Agent Based Context-Aware Mobile Educational Game for On-the-Job Training
Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen
Maiga [email protected]
http://maiga.athabascau.ca
School of Computing and Information SystemsAthabasca University
Alberta, Canada
2Outline
Outline
• Purpose• The Game Play• Main Components and Features• Video Demonstration• Conclusion
Context-Aware Mobile Educational Game
CONTEXT-AWARENESS K NOWLEDGE STRUCTURE
MULTI-AGENT SY STEM
POSITIONING
TECHNOLOGY2-DIMENSIONAL
BARCODE
3Purpose
Purpose
Roles - Visiting Scholar and New Employee Get familiar with the new environment. Understand the location and related objects
people, devices, items… Learn how to use the facilities by playing game. Provide series of missions as Job training.
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Where can I pick up a paper that printed from my
laptop?
How to book a meeting room
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Scenario and The Environment
Based on theories and technologies distributed system, multi-agent system, educational game, ubiquitous
learning, context-awareness knowledge structure, QR code Scenario
Place: 11F, Edmonton Learning Centre, Athabasca University Roles: New Employee and Visiting Scholar
Learning Objects and Its Characteristics People: VPR, Researchers, Employees… Places: Workplace, Drop-In, iCore, Kitchen, Washroom, Meeting Roo
ms… Things: Printer, Coffee Machine…
Learning Activities New Employee: where can I get signature for an institute support letter? Visiting Researcher: I printed a paper from my laptop, where can I pick it up?
Purpose
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Scenario and The Environment5
Purpose
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The Game Play (1/2)
Dell is a visiting professor of School of Computing and Information Systems (SCIS), Athabasca University (AU).
He resides at 11th floor of AU’s Edmonton Learning Centre (ELC) and doesn’t familiar with the environment and anything related to what he is needed for doing research in AU.
In order to get familiar with the new research environment, he downloads and installs the Context-Awareness Mobile Educational Game (CAMEG) in his webcam-enabled mobile phone with built-in Wi-Fi.
The Game Play
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The Game Play (2/2)
At the very beginning, he will be asked to choose the role he may want to play, e.g. a visiting scholar and a new employee.
He chooses to play a visiting scholar role which fits what he is in AU now. The system will also offer him several themes which he may want to
know more. Dell chooses the “Living at ELC” as it is what he needs before starting research.
The system will automatically generate series of quests related to the theme “Meet Maiga at ELC”, “Do me a favor, ok?”, “Where is kitchen?”, “You
may need a hand”, “Oh, here you are!”, “We’ve got go, meet you there”, “Always busy, any option?”, “Where is Room 1115?”
The quests not only have sequence but also are linked by a situation story. The story connects the quests and makes Dell feel the story is what he may encounter in very near future. Because of some quests are chained due to the plots/scenes in the story, Dell has to solve the quests one by one.
The Game Play
8Main Component and Features
Main Component and Features
Knowledge Structure (Wu, Chang, Chang, Liu, & Heh, 2008)
Positioning and Identifying GPS and QR Code Update and Maintenance Multi-Agent System Resource Consuming Multi-Agent System Flexibility Multi-Agent System
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K NOWLEDGE
STRUCTURE
PRE-DEFINED
LEARNING
ACTIVITY
TEMPLATES
PERSONAL
EXPERIENCE
D2 Char4
D1 Char1
Char2
Char3
Type1
Type2
Type3
Type4
Type5
LO1
LO1
LO3
DOMAIN CHARACTERISTICS OBJ ECT
STORIES & ROLES II. Choosing preferred role & themes
I. Environment analysis & knowledge structure construct
LEARNING OBJECTS
IN ELC
1ST FLOOR
III. Activitygenerating
ACTIVITY GENERATING
ENGINE
IV. Learning activity chain creating
VI. Updating personal experience
V. Playing the game, doing activities, and finding learning objects
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Video Demonstration9
Purpose
1010
Relevant Publications (2008 – 2010) Chris Lu, Maiga Chang, Kinshuk, Echo Huang, and Ching-Wen Chen. (201
0). Context-awareness Learning Activity Generation and its Agents in a Mobile Educational Game. Asia-Pacific Conference on Technology Enhanced Learning, (APTEL 2010), Osaka, Japan, September 24-26, 2010. ID.65.
Keith Ying, Stis Wu, Maiga Chang, and Jia-Sheng Heh. (2009). Narrative Elements Analysis for Educational Mobile Game Development. Technology Enhanced Learning Conference 2009, (TELearn 2009), Taipei, Taiwan, October 6-8, 2009. No.26.
Chun Chang, Stis Wu, Maiga Chang, and Jia-Shen Heh. (2008). Activity Generator for Informal Learning in Museum. In the Proceedings of the 7th WSEAS International Conference on E-ACTIVITIES (E-Learning, E-Communities, E-Commerce, E-Management, E-Marketing, E-Governance, Tele-Working), (E-ACTIVITIES 2008), Cairo, Egypt, Dec. 29-31, 2008, 189-194. (ISTP)
Relevant Publications
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Conclusions World Multi-Discipline Game
Edmonton, AB, Canada – University employees and visiting scholars Tainan, Taiwan – Museum Kaohsiung, Taiwan – Graduate Students in Library
Conclusions
Thank you so much
Any questions, discussion, and/or comments?