location-based learning games designed and implemented as puzzle boards

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Javier Melero Universitat Pompeu Fabra Design and implementation techniques for location-based learning games GTI Seminar, 16 December 2013

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Page 1: Location-based learning games designed and implemented as puzzle boards

Javier MeleroUniversitat Pompeu Fabra

Design and implementation techniques for location-based learning games

GTI Seminar, 16 December 2013

Page 2: Location-based learning games designed and implemented as puzzle boards

Game-based Learning

To provide learning methods that better correspond with current students’ requirements and habits to engage them in the learning process (Lee & Chen, 2009)

Game-based Learning: Focus on puzzle game boards

• Great variety of existing educational games (Mitchell & Savill-Smith, 2004)

• Intrinsically motivating learning environments (Sedig, 2008)

• Engage learners in meaningful and enjoyable learning, encourage active learning, promote collaboration... (Ke, 2008)

• Teachers do not broadly adopt game-based learning environments in formal learning settings (Williamson, 2009)

• Existing tools can be still too complex for some instructors (Tornero et al., 2010), hard to adapt to individual courses and require much time for development (Yang, 2005; Tornero et al., 2010)

Puzzle game boards

• Most of the existing educational games are quizzes, board, puzzles and problem solving staging (Batson & Feinberg, 2006; Ferreira et al., 2008; Bontchev & Vassileva, 2010)

• Relevant to consider as educational strategy to feasibly involve teachers as game designers (Huang et al., 2007; Crawford, 1982)

2GTI Seminar, 16 December 2013

Context (1/2)

Page 3: Location-based learning games designed and implemented as puzzle boards

• Virtual approaches to interact with virtual representations of concepts that are difficult to access in the real world (Melero et al., 2011)

• Use of physical objects (with tangible interfaces or embedding sensing technologies) that address specific educational needs (Li et al., 2008)

• Use of mobile technology to facilitate contextualized learning (Avouris & Yiannoutsou, 2012)

Focus:Location-based games mapped as puzzle board games

Mobile learning

• Situated learning activities that take place in physical spaces (Jeng et al., 2010)

• Growing significance of mobile devices in learners’ everyday lives, increasing portability of these technologies, and reduction in their cost and services

• Developing exploration skills and cooperation (Hwang et al., 2008), and students motivation and personal observation (Santos et al., 2011)

Location-based games

• New and emerging type of games that draw on the technological resources described as pervasive and ubiquitous computing

• Research studies have board games identified design considerations when mapping traditional board games as location-based games (Nicklas, 2001; Schlieder et al., 2006)

GTI Seminar, 16 December 2013

Context (2/2)

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Page 4: Location-based learning games designed and implemented as puzzle boards

Partial Objective 1

To model and computationally represent computing puzzle

game boards including virtual and physical objects

To facilitate the design and implementation of location-based games that considers puzzle game boards elements including virtual and physical

objects.

Partial Objective 2

To propose a design strategy to facilitate teachers the definition of their own location-based games considering puzzle game boards

elements

Partial Objective 3

To implement and evaluate real case studies using different

approaches of location-based games designed by

considering traditional puzzle game boards elements

GTI Seminar, 16 December 2013

Research Questions

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Page 5: Location-based learning games designed and implemented as puzzle boards

• Involving different participants in a continuous design, development and evaluative process (Cotton et al., 2009)

• Solving broad based, complex, real world problems that are critical to education, while at the same time maintaining a commitment to theory construction and explanation (Reeves, Herrington, & Oliver, 2004)

• Iterative process permits not only to validate the findings of the analysis phase, but also to reflect on how these findings alter the outcomes of the other phases (Barab & Squire, 2004; DBRC, 2003)

Research Methodology

Design-Based Research phases (Reeves, 2000)

GTI Seminar, 16 December 2013

Design Based Research(Brown, 1992)

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Page 6: Location-based learning games designed and implemented as puzzle boards

• Review and analysis of the research literature: ○ Overview of the current situation of game-based learning environments○ Use of puzzles and game elements in location-based games designs○ Main considerations to support the teachers when designing their own location-based games

• Early version of the conceptual model and development of puzzle game boards prototypes evaluated with 83 secondary students

• Exploratory user study with 11 teachers from secondary and higher education to evaluate to what extent teachers are able to use and understand the different elements of the conceptual model

A conceptual model and the associated binding for computationally representing computing puzzle

board games including virtual and physical objects

Submitted publications

Melero, J., Hernández-Leo, D. & Blat, J. (accepted). A Model for the Design of Puzzle-based Games including Virtual and Physical Objects. Journal of Educational Technology & Society.

Melero, J., Hernández-Leo, D., & Blat, J. (2011). Towards the Support of Scaffolding in Customizable Puzzle- based Learning Games. In Proceedings of the 11th International Conference on Computational Science and its Applications (pp. 254-257), Santander, Spain.

Melero, J., Hernández-Leo, D., & Blat, J. (2012b). Considerations for the Design of Mini-games Integrating Hints for Puzzle Solving ICT-Related Concepts. IEEE International Conference on Advanced Learning Technologies (pp. 138-140), Rome, Italy.

GTI Seminar, 16 December 2013

Contribution 1

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Page 7: Location-based learning games designed and implemented as puzzle boards

A metaphor considering puzzle board games elements to facilitate teachers designs of their own

location-based games

GTI Seminar, 16 December 2013

• To propose a strategy based on the puzzle game boards’ conceptual model to design location-based games

• Consider metaphors to use well-known concepts that facilitate reasoning about design in unfamiliar contexts (Lakoff, 1993; Neale & Carroll, 1997)

• To simplify and represent the abstraction of the conceptual model, as well as to communicate the main concepts, criteria and vocabulary to facilitate teachers the design of location-based games

• Evaluation with a) 17 teachers in 4 real learning scenarios for designing their own location-based games; b) workshop session involving 20 teachers in a game design task

Contribution 2 (1/2)

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Page 8: Location-based learning games designed and implemented as puzzle boards

A metaphor considering puzzle board games elements to facilitate teachers designs of their own

location-based games

GTI Seminar, 16 December 2013

Submitted publications

Melero, J., Santos, P., Hernández-Leo, D., & Blat, J. (2013). Puzzle-based Games as a Metaphor for Designing In Situ Learning Activities. In Proceedings of the 6th European Conference on Games Based Learning (pp. 674-682), Porto, Portugal.

Melero, J., Hernández-Leo, D., & Blat, J. (submitted). Teachers can be involved in the design of gamified m-learning activities: the use of the puzzle metaphor.

Partial Findings

• Teachers have properly used the proposed approach, highlighted many educational benefits, agreed with the definitions and the importance of the different elements involved in the design of the proposed puzzle-based metaphor

• The puzzle-based metaphor has been proved also to be a feasible approach to define location-based games for different contexts and educational purposes

• Teachers stress a) the need of setting a maximum number of attempts proportional to the number of possible answers per question; b) the importance of only designing hints in these cases that they are meaningful

Contribution 2 (2/2)

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Page 9: Location-based learning games designed and implemented as puzzle boards

Implementations of location-based games considering the conceptual model and the associated binding, and

evaluation in real cases studies

GTI Seminar, 16 December 2013

Discovering L’H

Discovering Vic

Discovering Sant Sadurní

Discovering the MNAC

Learning about the heritage of the city of l’Hospitalet

Learning about the city of Vic and

its art history

Learning about the heritage of Sant Sadurní

Learning about different pictures of the museum

7 teachers ,using the paper-based templates

1 teacher ,using the paper-based templates

7 teachers ,using the paper-based templates

1 teacher,using the paper-based templates

74 students ,using

“QuesTInSitu: The Game”

64 students ,using

“QuesTInSitu: The Game”

43 students ,using

“QuesTInSitu: The Game”

36 students,using

“QuesTInSitu: The Game”

http://youtu.be/BTSsXa_e-6M

Contribution 3 (1/2)

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Page 10: Location-based learning games designed and implemented as puzzle boards

Implementations of location-based games considering the conceptual model and the associated binding, and

evaluation in real cases studies

GTI Seminar, 16 December 2013

Submitted publications

Melero, J., Sun, J., Hernández-Leo, D., Santos, P., & Blat, J. (conditionally accepted). How was the activity? A visualization support for a case of situated m-learning design. British Journal of Educational Technology.

Melero, J., Hernández-Leo, D., & Blat, J. (in preparation). Gamified Learning Activities in Situ: Lessons Learnt with Teachers as Designers and Students.

Melero, J., Hernández-Leo, D., & Blat, J. (submitted). Puzzle-based game design elements in an in-situ indoor m-learning activity.

Partial Findings

• Students enjoy the proposed approach

• To offer the students the possibility of moving to next levels without completing correctly all the questions

• Discrepancies when subtracting points

• Students avoid to access to the hints

• MNAC: Students using the puzzle game board approach tend to obtain better outcomes than students using a test-based approach

Contribution 3 (2/2)

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Page 11: Location-based learning games designed and implemented as puzzle boards

Conclusions and Future research work

GTI Seminar, 16 December 2013

•Metaphor (and paper-based templates) as a scaffolding approach for teachers to design location-based games

•Use of hints: promotes active learning, students find others strategies (asking people, searching the Internet)

•Implementation of an authoring tool

•Further research on:

o Punctuation mechanisms and number of attempts for answering questions

o Collaboration dynamics

o Location-based games across spaces; not standalone approaches

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